Plinko
Preview
Score 0 · 0 balls
"use client";
import { useState } from "react";
import { Plinko } from "@/components/motion/plinko";
import { Tabs, TabsList, TabsTrigger } from "@/components/motion/tabs";
const ROW_COUNTS = ["8", "12", "16"];
export function PlinkoPreview() {
const [rows, setRows] = useState("12");
const [score, setScore] = useState(0);
const [drops, setDrops] = useState(0);
return (
<div className="flex w-full max-w-xl flex-col items-center gap-3">
<Tabs value={rows} onValueChange={setRows} variant="pill">
<TabsList>
{ROW_COUNTS.map((count) => (
<TabsTrigger key={count} value={count}>
{count} rows
</TabsTrigger>
))}
</TabsList>
</Tabs>
<p className="text-sm text-muted-foreground tabular-nums">
Score <span className="font-medium text-foreground">{score}</span> · {drops} {drops === 1 ? "ball" : "balls"}
</p>
<Plinko
rows={Number(rows)}
onLand={(_, value) => {
setScore((total) => total + Number(value));
setDrops((count) => count + 1);
}}
/>
</div>
);
}
"use client";
// beui.dev/components/blocks/plinko
import { type LucideIcon, Volume2, VolumeX, Zap, ZapOff } from "lucide-react";
import { AnimatePresence, motion, useAnimate, useReducedMotion } from "motion/react";
import { useEffect, useRef, useState } 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 } from "@/lib/ease";
import { createTickPlayer } from "@/lib/tick-sound";
import { cn } from "@/lib/utils";
export type PlinkoValue = string | number;
export interface PlinkoProps {
/** Rows of pegs when `slots` isn't passed. Default 12. */
rows?: number;
/**
* Slot values, left to right. Their count sets the board: n slots get
* n - 1 rows of pegs, so `rows` is ignored when this is passed. Without it
* the slots come from `plinkoSlots(rows)`. Fewer than 2 slots render nothing.
*/
slots?: PlinkoValue[];
/** Called with the slot index and its value when a ball lands. */
onLand?: (slot: number, value: PlinkoValue) => void;
/** Balls allowed in flight at once. Default 12. */
maxBalls?: number;
/** Label of the drop button. Default "Drop ball". */
dropLabel?: string;
/** Flash each peg as the ball hits it (controlled). Its button is hidden with reduced motion, where no pegs are hit. */
pegFlash?: boolean;
/** Initial peg flash state when uncontrolled. Default true. */
defaultPegFlash?: boolean;
/** Called when the peg flash button is toggled. */
onPegFlashChange?: (pegFlash: boolean) => void;
/** Tooltip and accessible name of the peg flash button. Default "Peg flash". */
pegFlashLabel?: string;
/** Click on every peg hit and landing (controlled). */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Tooltip and accessible name of the sound button. Default "Sound". */
soundLabel?: string;
/** Accessible name for the board. Default "Plinko board". */
"aria-label"?: string;
className?: string;
}
// Board geometry in SVG units; the board scales to its container's width.
const GAP = 32; // horizontal space between pegs
const ROW = 30; // vertical space between peg rows
const PEG = 3.5;
const BALL = 7;
const TOP = 48; // first peg row
const SLOT = 34; // slot height
// A ball falls between pegs under gravity and rises a little after each hit.
// lib/ease has no ease-in, and the fall must accelerate, so these two are
// local: FALL speeds up like a drop, RISE slows down like a hop.
const FALL = [0.55, 0, 1, 0.45] as const;
const RISE = [0, 0.55, 0.45, 1] as const;
const HOP_TIME = 0.09; // seconds rising after a peg
const DROP_TIME = 0.16; // seconds falling to the next peg
const HOP_HEIGHT = 7;
// Landing tick playback rates: 0.55 in the centre slot, up to 0.95 at the edges.
const LANDING_RATE = 0.55;
const LANDING_SPREAD = 0.4;
type Ball = {
id: number;
path: { x: number; y: number }[];
times: number[];
slot: number;
duration: number;
/** Id of the peg hit on each row, top to bottom. */
pegs: string[];
/** Row of the last peg hit, -1 before the first. */
lastRow: number;
/** Last rendered y, to catch the frame the ball turns back up off a peg. */
y: number;
/** Moving up on the last frame: still on the hop from the last peg. */
rising: boolean;
/** Set once the ball reaches its slot; its exit fade must not land again. */
landed?: boolean;
};
let nextBall = 0;
/** Height of the ball's centre where it touches a peg on `row`. */
const contactY = (row: number) => TOP + row * ROW - PEG - BALL;
/** Random left/right steps from the top peg to a slot, as keyframes. */
function plan(rows: number, width: number): Omit<Ball, "id" | "lastRow" | "y" | "rising"> {
const center = width / 2;
const points = [{ x: center, y: BALL }]; // enters fully inside the board
const steps: number[] = [0.22]; // first fall from the chute to the top peg
const pegs: string[] = [];
let k = 0; // rightward steps so far
for (let row = 0; row < rows; row++) {
const x = center + (k - row / 2) * GAP;
pegs.push(`${row}-${k}`);
points.push({ x, y: contactY(row) });
const right = Math.random() < 0.5;
points.push({ x: x + (right ? GAP / 4 : -GAP / 4), y: contactY(row) - HOP_HEIGHT });
steps.push(HOP_TIME, DROP_TIME);
if (right) k++;
}
// Come to rest just inside the slot's top edge, clear of its label.
const slotY = TOP + rows * ROW - BALL + 3;
points.push({ x: center + (k - rows / 2) * GAP, y: slotY });
const duration = steps.reduce((sum, step) => sum + step, 0);
const times = [0];
for (const step of steps) times.push(times[times.length - 1] + step / duration);
return { path: points, times, slot: k, duration, pegs };
}
/**
* A Plinko board: balls drop through rows of pegs, bounce left or right off
* each one and land in a slot. Pegs flash when hit and the slot pulses on
* landing. Optional sound clicks on every peg and lands with a thunk that
* brightens toward the rarer edge slots. With reduced motion a ball lands at
* once.
*/
export function Plinko({
rows: rowsProp = 12,
slots,
onLand,
maxBalls = 12,
dropLabel = "Drop ball",
pegFlash,
defaultPegFlash = true,
onPegFlashChange,
pegFlashLabel = "Peg flash",
sound,
defaultSound = false,
onSoundChange,
soundLabel = "Sound",
"aria-label": ariaLabel = "Plinko board",
className,
}: PlinkoProps) {
const reduce = useReducedMotion() ?? false;
const [scope, animate] = useAnimate();
const [balls, setBalls] = useState<Ball[]>([]);
const [announcement, setAnnouncement] = useState("");
// The last slot hit stays marked after its flash fades.
const [lastSlot, setLastSlot] = useState<number | null>(null);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const [internalFlash, setInternalFlash] = useState(defaultPegFlash);
const flashOn = pegFlash ?? internalFlash;
// Landings are numbered so a second ball in the same slot still changes
// the live region's text and is announced again.
const landings = useRef(0);
// Each player cuts its own previous tick, so landings get their own player:
// another ball's peg click would otherwise cut the longer landing thunk.
const players = useRef<Record<"peg" | "landing", ReturnType<typeof createTickPlayer>> | null>(null);
const getPlayers = () => {
if (!players.current) players.current = { peg: createTickPlayer(), landing: createTickPlayer() };
return players.current;
};
useEffect(
() => () => {
players.current?.peg.dispose();
players.current?.landing.dispose();
players.current = null;
},
[],
);
const togglePegFlash = () => {
const next = !flashOn;
if (pegFlash === undefined) setInternalFlash(next);
onPegFlashChange?.(next);
};
const toggleSound = () => {
const next = !soundOn;
// Unlock audio inside the click, where browsers allow it.
if (next) getPlayers().peg.prepare();
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
};
const labels = slots ?? plinkoSlots(rowsProp);
const rows = labels.length - 1;
const invalid = labels.length < 2;
useEffect(() => {
if (process.env.NODE_ENV !== "production" && invalid)
console.warn("Plinko needs at least 2 slots; it renders nothing until it has them.");
}, [invalid]);
// A new board size makes every ball in flight point at pegs that moved, so
// drop them in the same render. Clearing them in an effect would mount them
// in the new board first, and their exit would land in a slot that may not
// exist any more.
const [boardRows, setBoardRows] = useState(rows);
if (boardRows !== rows) {
setBoardRows(rows);
setBalls([]);
setLastSlot(null);
}
const width = (rows + 2) * GAP;
const height = TOP + rows * ROW + SLOT;
// Each row runs one peg past the ball's reach on both sides, so the board
// reads as a triangle that widens down to the slots.
const pegs = Array.from({ length: rows }, (_, row) =>
Array.from({ length: row + 3 }, (_, i) => ({
id: `${row}-${i - 1}`,
x: width / 2 + (i - 1 - row / 2) * GAP,
y: TOP + row * ROW,
})),
).flat();
const land = (slot: number) => {
animate(`[data-slot="${slot}"]`, { opacity: [0.9, 0] }, { duration: 0.3, ease: EASE_OUT });
// A lower thunk than a peg hit marks the landing. It brightens toward
// the edges, where landing is rarest, so a good drop is heard.
if (soundOn)
getPlayers().landing.play(LANDING_RATE + LANDING_SPREAD * (Math.abs(slot - rows / 2) / (rows / 2)));
setLastSlot(slot);
landings.current++;
setAnnouncement(`Ball ${landings.current} landed in slot ${slot + 1}: ${labels[slot]}`);
onLand?.(slot, labels[slot]);
};
// Flash and click a peg on the frame the ball turns back up off it. Reading
// the ball's own frames keeps both on its clock: a background tab pauses
// them together. motion rebinds onUpdate every render, so the settings
// read here are always current.
const hitPegs = (ball: Ball, y: number) => {
const rising = y < ball.y;
// The row comes from where the ball turned, not from counting turns, so
// a slow frame that skips a whole hop misses only that peg. Both frames
// sit within a hop height above the contact, which rounds to its row.
const row = Math.round((Math.max(ball.y, y) - contactY(0)) / ROW);
if (rising && !ball.rising && row > ball.lastRow && row < ball.pegs.length) {
ball.lastRow = row;
const peg = ball.pegs[row];
if (flashOn) {
// Fast attack, slower decay: the pop peaks a third of the way in.
animate(
`[data-peg="${peg}"]`,
{ scale: [1, 1.8, 1], opacity: [0.4, 1, 0.4] },
{ duration: 0.3, times: [0, 0.3, 1], ease: EASE_OUT },
);
}
if (soundOn) getPlayers().peg.play();
}
ball.y = y;
ball.rising = rising;
};
const full = balls.length >= maxBalls;
const drop = () => {
if (full) return;
const ball: Ball = { id: nextBall++, lastRow: -1, y: 0, rising: false, ...plan(rows, width) };
if (soundOn) getPlayers().peg.prepare();
if (reduce) {
land(ball.slot);
return;
}
setBalls((current) => [...current, ball]);
};
if (invalid) return null;
return (
<section aria-label={ariaLabel} className={cn("flex w-full flex-col items-center gap-4", className)}>
<svg
ref={scope}
viewBox={`0 0 ${width} ${height}`}
// Grow with the board so pegs keep the same on-screen spacing at any
// row count, until the container's width runs out.
style={{ maxWidth: width * 1.4 }}
className="w-full"
aria-hidden="true"
>
{pegs.map((peg) => (
<circle
key={peg.id}
data-peg={peg.id}
cx={peg.x}
cy={peg.y}
r={PEG}
className="fill-foreground opacity-40 [transform-box:fill-box] [transform-origin:center]"
/>
))}
{labels.map((label, slot) => {
const x = width / 2 + (slot - rows / 2) * GAP - GAP / 2;
const y = TOP + rows * ROW;
return (
// biome-ignore lint/suspicious/noArrayIndexKey: slots are positional
<g key={slot}>
<rect
x={x + 2}
y={y}
width={GAP - 4}
height={SLOT - 4}
rx={6}
className={slot === lastSlot ? "fill-primary/20" : "fill-muted"}
/>
<rect data-slot={slot} x={x + 2} y={y} width={GAP - 4} height={SLOT - 4} rx={6} className="fill-primary opacity-0" />
<text
x={x + GAP / 2}
y={y + (SLOT - 4) / 2}
textAnchor="middle"
dominantBaseline="central"
// Long values shrink to fit their slot.
fontSize={Math.min(9, (GAP - 8) / (String(label).length * 0.6))}
className={cn("fill-foreground tabular-nums", slot === lastSlot ? "font-semibold" : "font-medium")}
>
{label}
</text>
</g>
);
})}
{/* Keyed by size: balls from a board that changed size leave at once. */}
<AnimatePresence key={rows}>
{balls.map((ball) => (
<motion.circle
key={ball.id}
r={BALL}
cx={0}
cy={0}
className="fill-primary"
// Enters from 90% scale and transparent, never from nothing. The
// circle is drawn at 0,0 and placed by translate, so it scales
// about its own centre.
initial={{ x: ball.path[0].x, y: ball.path[0].y, opacity: 0, scale: 0.9 }}
animate={{
x: ball.path.map((point) => point.x),
y: ball.path.map((point) => point.y),
opacity: 1,
scale: 1,
}}
// Settle into the slot: a short fade with a small drop.
exit={{
opacity: 0,
y: (ball.path.at(-1)?.y ?? 0) + 4,
transition: { duration: 0.12, ease: EASE_OUT },
}}
transition={{
opacity: { duration: 0.15, ease: EASE_OUT },
scale: { duration: 0.15, ease: EASE_OUT },
x: { duration: ball.duration, times: ball.times, ease: "linear" },
y: {
duration: ball.duration,
times: ball.times,
// Fall into the first peg, then hop up and fall down per row.
ease: ball.times.slice(1).map((_, i) => (i % 2 === 1 ? RISE : FALL)),
},
}}
onUpdate={(latest) => {
if (typeof latest.y === "number") hitPegs(ball, latest.y);
}}
onAnimationComplete={() => {
if (ball.landed) return;
ball.landed = true;
land(ball.slot);
setBalls((current) => current.filter((other) => other.id !== ball.id));
}}
/>
))}
</AnimatePresence>
</svg>
<div className="flex items-center gap-2">
{/* aria-disabled, not disabled: a disabled button drops keyboard focus. */}
<Button
onClick={drop}
aria-disabled={full || undefined}
pressScale={0.96}
className="aria-disabled:cursor-not-allowed aria-disabled:opacity-50"
>
{dropLabel}
</Button>
{/* With reduced motion balls land at once and hit no pegs. */}
{reduce ? null : (
<ToggleButton on={flashOn} onToggle={togglePegFlash} label={pegFlashLabel} onIcon={Zap} offIcon={ZapOff} />
)}
<ToggleButton on={soundOn} onToggle={toggleSound} label={soundLabel} onIcon={Volume2} offIcon={VolumeX} />
</div>
<p aria-live="polite" className="sr-only">
{announcement}
</p>
</section>
);
}
/**
* Slot values for a board of `rows`: `center` in the middle, growing evenly
* (geometrically) to `edge` at both ends, where landing is rarest. Rounded to
* readable numbers: 12 rows give 100, 50, 20, 10, 5, 2, 1, 2, 5, 10, 20, 50, 100.
* Values from 1 to 10 round to whole numbers, the rest to one significant
* figure, so fractional curves work: 8 rows with `center: 0.5, edge: 10`
* give 10, 5, 2, 1, 0.5, 1, 2, 5, 10.
* `rows` is rounded to at least 1, `center` raised to at least 0.01 and
* `edge` to at least `center`.
*/
export function plinkoSlots(
rowCount: number,
options: { center?: number; edge?: number } = {},
): number[] {
const rows = Math.max(1, Math.round(rowCount) || 1);
// Any positive center works; zero or below would divide by zero.
const center = Math.max(0.01, options.center ?? 1);
const edge = Math.max(center, options.edge ?? 100);
const half = rows / 2;
return Array.from({ length: rows + 1 }, (_, slot) => {
const value = center * (edge / center) ** (Math.abs(slot - half) / half);
if (value >= 1 && value < 10) return Math.round(value);
// One significant figure: 46 reads as 50, 315 as 300, 0.46 as 0.5.
return Number(value.toPrecision(1));
});
}
/** An icon button that shows and toggles one on/off setting. */
function ToggleButton({
on,
onToggle,
label,
onIcon: OnIcon,
offIcon: OffIcon,
}: {
on: boolean;
onToggle: () => void;
label: string;
onIcon: LucideIcon;
offIcon: LucideIcon;
}) {
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={label} side="top">
<Button
variant="secondary"
onClick={onToggle}
aria-label={label}
aria-pressed={on}
pressScale={0.96}
// Full strength when on, muted when off: the slash alone is a thin cue.
className={cn("w-10 px-0", on ? "text-foreground" : "text-muted-foreground")}
>
<ActionSwapCascadeIcon value={on ? "on" : "off"} className="size-4">
{on ? <OnIcon aria-hidden="true" className="size-4" /> : <OffIcon aria-hidden="true" className="size-4" />}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
);
}
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;
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;
// 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 RefObject, useEffect } from "react";
/**
* What the dismissing gesture does to the control it landed on.
*
* `"pass-through"` is the platform norm (native popover light-dismiss): the
* tap closes the overlay *and* activates whatever was under it. Use
* `"consume"` where the open overlay sits over or beside controls that would
* be costly to trigger by accident — the dismissal then swallows the
* activation too, so the gesture only closes.
*/
export type DismissBehavior = "pass-through" | "consume";
export interface DismissOptions {
/** Default `"pass-through"`. */
behavior?: DismissBehavior;
/** Dismiss on Escape as well. Default true. */
escape?: boolean;
/** Return true for an outside target that should *not* dismiss. Must be stable. */
ignore?: (target: Element) => boolean;
}
/**
* What every currently open dismiss scope counts as inside itself. A consumed
* dismissal reads this to tell a stray gesture from one that belongs to an
* overlay in front of it: overlays have no shared z-order to consult, but the
* one the gesture landed in has said as much by registering it.
*/
const openScopes = new Set<(target: Element) => boolean>();
function claimedByAnotherScope(
self: (target: Element) => boolean,
target: Element,
) {
for (const scope of openScopes) {
if (scope !== self && scope(target)) return true;
}
return false;
}
// preventDefault on pointerdown does not suppress the click that follows, so
// consuming a gesture means swallowing that click itself. The swallower
// deliberately outlives the effect that installed it — the dismissal it
// belongs to has already unmounted or re-rendered by the time the click lands.
// It releases on that click, or on the next gesture if the pointer is dragged
// away and no click ever arrives, so it can never eat a later one. A keydown
// releases it too: a gesture that ends with neither a click nor a cancel would
// otherwise leave it armed, and the click Enter synthesizes on some focused
// control is not the one this dismissal was owed.
function consumeActivation(source: Event) {
const swallow = (event: MouseEvent) => {
event.preventDefault();
event.stopPropagation();
release();
};
const restart = (event: Event) => {
if (event !== source) release();
};
const release = () => {
window.removeEventListener("click", swallow, true);
window.removeEventListener("pointerdown", restart, true);
window.removeEventListener("pointercancel", restart, true);
window.removeEventListener("keydown", release, true);
};
window.addEventListener("click", swallow, true);
window.addEventListener("pointerdown", restart, true);
window.addEventListener("pointercancel", restart, true);
window.addEventListener("keydown", release, true);
}
/**
* Close an open overlay on Escape or a pointerdown outside `ref`. Pass `null`
* for `ref` when what counts as inside isn't one element, and say so with
* `ignore` instead.
*
* The pointerdown listener is capture-phase: a bubble-phase one is blinded by
* any handler in between that stops propagation, and an overlay cannot know
* what it is layered over. `onDismiss` and `ignore` must be stable (wrap in
* useCallback) so the listeners aren't re-bound every render while open.
*/
export function useDismiss(
open: boolean,
onDismiss: () => void,
ref: RefObject<HTMLElement | SVGElement | null> | null,
{
behavior = "pass-through",
escape: dismissOnEscape = true,
ignore,
}: DismissOptions = {},
) {
useEffect(() => {
if (!open) return;
const inside = (target: Element) =>
Boolean(ref?.current?.contains(target)) || Boolean(ignore?.(target));
const onKey = (event: KeyboardEvent) => {
if (dismissOnEscape && event.key === "Escape") onDismiss();
};
const onPointer = (event: PointerEvent) => {
const target = event.target as Element | null;
if (!target || inside(target)) return;
// Outside this overlay, but inside one that is also open: the gesture is
// that overlay's to answer, and swallowing its click from behind would
// cost the user the control they actually aimed at.
if (behavior === "consume" && !claimedByAnotherScope(inside, target)) {
consumeActivation(event);
}
onDismiss();
};
openScopes.add(inside);
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer, true);
return () => {
openScopes.delete(inside);
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer, true);
};
}, [open, onDismiss, ref, behavior, dismissOnEscape, ignore]);
}
"use client";
import { useMemo, useRef } from "react";
import { isHoveringPointer } from "@/lib/touch";
interface BoundaryEvent {
pointerId: number;
pointerType: string;
buttons: number;
}
export interface HoverGesture {
/** True when this enter starts a hover: the pointer arrived resting, not pressing. */
enter: (event: BoundaryEvent) => boolean;
/** True when this leave ends a hover that entered as one. */
leave: (event: BoundaryEvent) => boolean;
}
/**
* Pairs a surface's enter with its leave, per pointer.
*
* `isHoveringPointer` answers the question the *enter* asks — is this pointer
* resting on the surface or pressing it — and both boundary cases go wrong if
* the leave is asked the same question again:
*
* - A pen with no hover never rests. It arrives in contact, taps, and the spec
* then requires its boundary events after `pointerup`, so the leave carries
* `buttons: 0` and reads as a mouse gliding off. Hover teardown then undid
* the tap — the panel the pen had just opened closed under it.
* - A mouse pressed on the surface and dragged off leaves with `buttons: 1`.
* Skipping teardown there strands the surface open: the release happens
* outside, and no second leave ever comes.
*
* So the state a hover holds is released by the pointer that took it, whatever
* the buttons say at the boundary, and a pointer that arrived in contact never
* took it in the first place. Contact is the exception tracked here, not
* hover: a leave from a pointer this surface never saw enter — mounted under
* the cursor, say — still counts, since the alternative is state with no way
* out.
*/
export function useHoverGesture(): HoverGesture {
const contact = useRef(new Set<number>());
return useMemo(
() => ({
enter: (event) => {
if (isHoveringPointer(event)) {
contact.current.delete(event.pointerId);
return true;
}
contact.current.add(event.pointerId);
return false;
},
leave: (event) => {
const arrivedInContact = contact.current.delete(event.pointerId);
return !arrivedInContact && event.pointerType !== "touch";
},
}),
[],
);
}
"use client";
import { useMemo, useRef } from "react";
/** What a pointerdown recorded, read back by the click that ends its gesture. */
export interface TapRecord<S> {
/** Which input started the gesture. */
pointerType: string;
/** What the surface was showing when it started. */
state: S;
}
export interface TapGesture<S> {
/** Record the gesture a pointerdown starts, with the state it starts in. */
start: (event: { pointerType: string }, state: S) => void;
/** Read the record and clear it. `null` when no pointer is behind this click. */
take: () => TapRecord<S> | null;
/** Drop the record: this gesture will never spend it on a click. */
drop: () => void;
}
/**
* The pointer gesture behind a click, recorded where the click cannot report
* it. A `click` carries no `pointerType` in the engines that matter, so the
* `pointerdown` before it is the only thing that says which input activated
* the control — and whether one did at all, since keyboard activation
* synthesizes a click with no pointer behind it.
*
* State goes in with the record because a click reports that no better: a
* browser that focuses a control on contact can open the very panel the tap
* was meant to open, and reading "is it open" at click time then undoes it.
* What the gesture started against is what it acts on.
*
* The record is spent by one click and dropped by everything else, because a
* record that outlives its gesture is worse than none:
*
* - A scroll or an OS gesture takes the touch away — `pointercancel`, no click
* ever — and the finger would sit in the record until some later click.
* - That later click is often `Enter` on a keyboard, which arrives with no
* pointerdown of its own and would inherit the abandoned finger. A keydown
* is the start of a keyboard activation and never part of a tap, so it drops
* the record too.
*
* Both ends have to be wired by the surface: `drop` on `onPointerCancel` and
* on `onKeyDown`.
*/
export function useTapGesture<S>(): TapGesture<S> {
const record = useRef<TapRecord<S> | null>(null);
return useMemo(
() => ({
start: (event, state) => {
record.current = { pointerType: event.pointerType, state };
},
take: () => {
const spent = record.current;
record.current = null;
return spent;
},
drop: () => {
record.current = null;
},
}),
[],
);
}
// One AudioContext for every synthesized sound on the page (lib/tick-sound.ts,
// lib/game-sounds.ts). Browsers cap concurrent contexts, and a page can show a
// date made of several WheelPickers next to a game, so they all share this
// one. It is created on first use and closed once every player is disposed.
type AudioContextCtor = typeof AudioContext;
let context: AudioContext | null = null;
let users = 0;
/**
* Registers a sound player. Call the returned function when the player is
* disposed; the context closes after the last one.
*/
export function retainAudioContext() {
users++;
let released = false;
return () => {
if (released) return;
released = true;
users--;
if (users === 0 && context) {
void context.close();
context = null;
}
};
}
/**
* The shared context, created on first call and resumed if suspended. Null
* during SSR and in browsers without Web Audio.
*/
export function getAudioContext(): AudioContext | null {
if (!context) {
if (typeof window === "undefined") return null;
const Ctor =
window.AudioContext ??
(window as unknown as { webkitAudioContext?: AudioContextCtor }).webkitAudioContext;
if (!Ctor) return null;
context = new Ctor();
}
// Browsers may refuse outside a user gesture. Players call this from
// pointer and key handlers first, so a later call finds it running.
if (context.state === "suspended") void context.resume().catch(() => undefined);
return context;
}
"use client";
import { useEffect, useState } from "react";
/**
* Returns true only on devices that have a true hover (mouse / trackpad).
* Touch devices fire phantom `:hover` on tap that sticks until tap-elsewhere
* — gate hover-only effects (scale lifts, magnetic pulls) behind this.
*/
export function useHoverCapable() {
const [canHover, setCanHover] = useState(false);
useEffect(() => {
if (typeof window === "undefined" || !window.matchMedia) return;
const mq = window.matchMedia("(hover: hover) and (pointer: fine)");
const update = () => setCanHover(mq.matches);
update();
mq.addEventListener?.("change", update);
return () => mq.removeEventListener?.("change", update);
}, []);
return canHover;
}
// 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/components/blocks/plinko
import { type LucideIcon, Volume2, VolumeX, Zap, ZapOff } from "lucide-react";
import { AnimatePresence, motion, useAnimate, useReducedMotion } from "motion/react";
import { useEffect, useRef, useState } 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 } from "@/lib/ease";
import { createTickPlayer } from "@/lib/tick-sound";
import { cn } from "@/lib/utils";
export type PlinkoValue = string | number;
export interface PlinkoProps {
/** Rows of pegs when `slots` isn't passed. Default 12. */
rows?: number;
/**
* Slot values, left to right. Their count sets the board: n slots get
* n - 1 rows of pegs, so `rows` is ignored when this is passed. Without it
* the slots come from `plinkoSlots(rows)`. Fewer than 2 slots render nothing.
*/
slots?: PlinkoValue[];
/** Called with the slot index and its value when a ball lands. */
onLand?: (slot: number, value: PlinkoValue) => void;
/** Balls allowed in flight at once. Default 12. */
maxBalls?: number;
/** Label of the drop button. Default "Drop ball". */
dropLabel?: string;
/** Flash each peg as the ball hits it (controlled). Its button is hidden with reduced motion, where no pegs are hit. */
pegFlash?: boolean;
/** Initial peg flash state when uncontrolled. Default true. */
defaultPegFlash?: boolean;
/** Called when the peg flash button is toggled. */
onPegFlashChange?: (pegFlash: boolean) => void;
/** Tooltip and accessible name of the peg flash button. Default "Peg flash". */
pegFlashLabel?: string;
/** Click on every peg hit and landing (controlled). */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Tooltip and accessible name of the sound button. Default "Sound". */
soundLabel?: string;
/** Accessible name for the board. Default "Plinko board". */
"aria-label"?: string;
className?: string;
}
// Board geometry in SVG units; the board scales to its container's width.
const GAP = 32; // horizontal space between pegs
const ROW = 30; // vertical space between peg rows
const PEG = 3.5;
const BALL = 7;
const TOP = 48; // first peg row
const SLOT = 34; // slot height
// A ball falls between pegs under gravity and rises a little after each hit.
// lib/ease has no ease-in, and the fall must accelerate, so these two are
// local: FALL speeds up like a drop, RISE slows down like a hop.
const FALL = [0.55, 0, 1, 0.45] as const;
const RISE = [0, 0.55, 0.45, 1] as const;
const HOP_TIME = 0.09; // seconds rising after a peg
const DROP_TIME = 0.16; // seconds falling to the next peg
const HOP_HEIGHT = 7;
// Landing tick playback rates: 0.55 in the centre slot, up to 0.95 at the edges.
const LANDING_RATE = 0.55;
const LANDING_SPREAD = 0.4;
type Ball = {
id: number;
path: { x: number; y: number }[];
times: number[];
slot: number;
duration: number;
/** Id of the peg hit on each row, top to bottom. */
pegs: string[];
/** Row of the last peg hit, -1 before the first. */
lastRow: number;
/** Last rendered y, to catch the frame the ball turns back up off a peg. */
y: number;
/** Moving up on the last frame: still on the hop from the last peg. */
rising: boolean;
/** Set once the ball reaches its slot; its exit fade must not land again. */
landed?: boolean;
};
let nextBall = 0;
/** Height of the ball's centre where it touches a peg on `row`. */
const contactY = (row: number) => TOP + row * ROW - PEG - BALL;
/** Random left/right steps from the top peg to a slot, as keyframes. */
function plan(rows: number, width: number): Omit<Ball, "id" | "lastRow" | "y" | "rising"> {
const center = width / 2;
const points = [{ x: center, y: BALL }]; // enters fully inside the board
const steps: number[] = [0.22]; // first fall from the chute to the top peg
const pegs: string[] = [];
let k = 0; // rightward steps so far
for (let row = 0; row < rows; row++) {
const x = center + (k - row / 2) * GAP;
pegs.push(`${row}-${k}`);
points.push({ x, y: contactY(row) });
const right = Math.random() < 0.5;
points.push({ x: x + (right ? GAP / 4 : -GAP / 4), y: contactY(row) - HOP_HEIGHT });
steps.push(HOP_TIME, DROP_TIME);
if (right) k++;
}
// Come to rest just inside the slot's top edge, clear of its label.
const slotY = TOP + rows * ROW - BALL + 3;
points.push({ x: center + (k - rows / 2) * GAP, y: slotY });
const duration = steps.reduce((sum, step) => sum + step, 0);
const times = [0];
for (const step of steps) times.push(times[times.length - 1] + step / duration);
return { path: points, times, slot: k, duration, pegs };
}
/**
* A Plinko board: balls drop through rows of pegs, bounce left or right off
* each one and land in a slot. Pegs flash when hit and the slot pulses on
* landing. Optional sound clicks on every peg and lands with a thunk that
* brightens toward the rarer edge slots. With reduced motion a ball lands at
* once.
*/
export function Plinko({
rows: rowsProp = 12,
slots,
onLand,
maxBalls = 12,
dropLabel = "Drop ball",
pegFlash,
defaultPegFlash = true,
onPegFlashChange,
pegFlashLabel = "Peg flash",
sound,
defaultSound = false,
onSoundChange,
soundLabel = "Sound",
"aria-label": ariaLabel = "Plinko board",
className,
}: PlinkoProps) {
const reduce = useReducedMotion() ?? false;
const [scope, animate] = useAnimate();
const [balls, setBalls] = useState<Ball[]>([]);
const [announcement, setAnnouncement] = useState("");
// The last slot hit stays marked after its flash fades.
const [lastSlot, setLastSlot] = useState<number | null>(null);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const [internalFlash, setInternalFlash] = useState(defaultPegFlash);
const flashOn = pegFlash ?? internalFlash;
// Landings are numbered so a second ball in the same slot still changes
// the live region's text and is announced again.
const landings = useRef(0);
// Each player cuts its own previous tick, so landings get their own player:
// another ball's peg click would otherwise cut the longer landing thunk.
const players = useRef<Record<"peg" | "landing", ReturnType<typeof createTickPlayer>> | null>(null);
const getPlayers = () => {
if (!players.current) players.current = { peg: createTickPlayer(), landing: createTickPlayer() };
return players.current;
};
useEffect(
() => () => {
players.current?.peg.dispose();
players.current?.landing.dispose();
players.current = null;
},
[],
);
const togglePegFlash = () => {
const next = !flashOn;
if (pegFlash === undefined) setInternalFlash(next);
onPegFlashChange?.(next);
};
const toggleSound = () => {
const next = !soundOn;
// Unlock audio inside the click, where browsers allow it.
if (next) getPlayers().peg.prepare();
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
};
const labels = slots ?? plinkoSlots(rowsProp);
const rows = labels.length - 1;
const invalid = labels.length < 2;
useEffect(() => {
if (process.env.NODE_ENV !== "production" && invalid)
console.warn("Plinko needs at least 2 slots; it renders nothing until it has them.");
}, [invalid]);
// A new board size makes every ball in flight point at pegs that moved, so
// drop them in the same render. Clearing them in an effect would mount them
// in the new board first, and their exit would land in a slot that may not
// exist any more.
const [boardRows, setBoardRows] = useState(rows);
if (boardRows !== rows) {
setBoardRows(rows);
setBalls([]);
setLastSlot(null);
}
const width = (rows + 2) * GAP;
const height = TOP + rows * ROW + SLOT;
// Each row runs one peg past the ball's reach on both sides, so the board
// reads as a triangle that widens down to the slots.
const pegs = Array.from({ length: rows }, (_, row) =>
Array.from({ length: row + 3 }, (_, i) => ({
id: `${row}-${i - 1}`,
x: width / 2 + (i - 1 - row / 2) * GAP,
y: TOP + row * ROW,
})),
).flat();
const land = (slot: number) => {
animate(`[data-slot="${slot}"]`, { opacity: [0.9, 0] }, { duration: 0.3, ease: EASE_OUT });
// A lower thunk than a peg hit marks the landing. It brightens toward
// the edges, where landing is rarest, so a good drop is heard.
if (soundOn)
getPlayers().landing.play(LANDING_RATE + LANDING_SPREAD * (Math.abs(slot - rows / 2) / (rows / 2)));
setLastSlot(slot);
landings.current++;
setAnnouncement(`Ball ${landings.current} landed in slot ${slot + 1}: ${labels[slot]}`);
onLand?.(slot, labels[slot]);
};
// Flash and click a peg on the frame the ball turns back up off it. Reading
// the ball's own frames keeps both on its clock: a background tab pauses
// them together. motion rebinds onUpdate every render, so the settings
// read here are always current.
const hitPegs = (ball: Ball, y: number) => {
const rising = y < ball.y;
// The row comes from where the ball turned, not from counting turns, so
// a slow frame that skips a whole hop misses only that peg. Both frames
// sit within a hop height above the contact, which rounds to its row.
const row = Math.round((Math.max(ball.y, y) - contactY(0)) / ROW);
if (rising && !ball.rising && row > ball.lastRow && row < ball.pegs.length) {
ball.lastRow = row;
const peg = ball.pegs[row];
if (flashOn) {
// Fast attack, slower decay: the pop peaks a third of the way in.
animate(
`[data-peg="${peg}"]`,
{ scale: [1, 1.8, 1], opacity: [0.4, 1, 0.4] },
{ duration: 0.3, times: [0, 0.3, 1], ease: EASE_OUT },
);
}
if (soundOn) getPlayers().peg.play();
}
ball.y = y;
ball.rising = rising;
};
const full = balls.length >= maxBalls;
const drop = () => {
if (full) return;
const ball: Ball = { id: nextBall++, lastRow: -1, y: 0, rising: false, ...plan(rows, width) };
if (soundOn) getPlayers().peg.prepare();
if (reduce) {
land(ball.slot);
return;
}
setBalls((current) => [...current, ball]);
};
if (invalid) return null;
return (
<section aria-label={ariaLabel} className={cn("flex w-full flex-col items-center gap-4", className)}>
<svg
ref={scope}
viewBox={`0 0 ${width} ${height}`}
// Grow with the board so pegs keep the same on-screen spacing at any
// row count, until the container's width runs out.
style={{ maxWidth: width * 1.4 }}
className="w-full"
aria-hidden="true"
>
{pegs.map((peg) => (
<circle
key={peg.id}
data-peg={peg.id}
cx={peg.x}
cy={peg.y}
r={PEG}
className="fill-foreground opacity-40 [transform-box:fill-box] [transform-origin:center]"
/>
))}
{labels.map((label, slot) => {
const x = width / 2 + (slot - rows / 2) * GAP - GAP / 2;
const y = TOP + rows * ROW;
return (
// biome-ignore lint/suspicious/noArrayIndexKey: slots are positional
<g key={slot}>
<rect
x={x + 2}
y={y}
width={GAP - 4}
height={SLOT - 4}
rx={6}
className={slot === lastSlot ? "fill-primary/20" : "fill-muted"}
/>
<rect data-slot={slot} x={x + 2} y={y} width={GAP - 4} height={SLOT - 4} rx={6} className="fill-primary opacity-0" />
<text
x={x + GAP / 2}
y={y + (SLOT - 4) / 2}
textAnchor="middle"
dominantBaseline="central"
// Long values shrink to fit their slot.
fontSize={Math.min(9, (GAP - 8) / (String(label).length * 0.6))}
className={cn("fill-foreground tabular-nums", slot === lastSlot ? "font-semibold" : "font-medium")}
>
{label}
</text>
</g>
);
})}
{/* Keyed by size: balls from a board that changed size leave at once. */}
<AnimatePresence key={rows}>
{balls.map((ball) => (
<motion.circle
key={ball.id}
r={BALL}
cx={0}
cy={0}
className="fill-primary"
// Enters from 90% scale and transparent, never from nothing. The
// circle is drawn at 0,0 and placed by translate, so it scales
// about its own centre.
initial={{ x: ball.path[0].x, y: ball.path[0].y, opacity: 0, scale: 0.9 }}
animate={{
x: ball.path.map((point) => point.x),
y: ball.path.map((point) => point.y),
opacity: 1,
scale: 1,
}}
// Settle into the slot: a short fade with a small drop.
exit={{
opacity: 0,
y: (ball.path.at(-1)?.y ?? 0) + 4,
transition: { duration: 0.12, ease: EASE_OUT },
}}
transition={{
opacity: { duration: 0.15, ease: EASE_OUT },
scale: { duration: 0.15, ease: EASE_OUT },
x: { duration: ball.duration, times: ball.times, ease: "linear" },
y: {
duration: ball.duration,
times: ball.times,
// Fall into the first peg, then hop up and fall down per row.
ease: ball.times.slice(1).map((_, i) => (i % 2 === 1 ? RISE : FALL)),
},
}}
onUpdate={(latest) => {
if (typeof latest.y === "number") hitPegs(ball, latest.y);
}}
onAnimationComplete={() => {
if (ball.landed) return;
ball.landed = true;
land(ball.slot);
setBalls((current) => current.filter((other) => other.id !== ball.id));
}}
/>
))}
</AnimatePresence>
</svg>
<div className="flex items-center gap-2">
{/* aria-disabled, not disabled: a disabled button drops keyboard focus. */}
<Button
onClick={drop}
aria-disabled={full || undefined}
pressScale={0.96}
className="aria-disabled:cursor-not-allowed aria-disabled:opacity-50"
>
{dropLabel}
</Button>
{/* With reduced motion balls land at once and hit no pegs. */}
{reduce ? null : (
<ToggleButton on={flashOn} onToggle={togglePegFlash} label={pegFlashLabel} onIcon={Zap} offIcon={ZapOff} />
)}
<ToggleButton on={soundOn} onToggle={toggleSound} label={soundLabel} onIcon={Volume2} offIcon={VolumeX} />
</div>
<p aria-live="polite" className="sr-only">
{announcement}
</p>
</section>
);
}
/**
* Slot values for a board of `rows`: `center` in the middle, growing evenly
* (geometrically) to `edge` at both ends, where landing is rarest. Rounded to
* readable numbers: 12 rows give 100, 50, 20, 10, 5, 2, 1, 2, 5, 10, 20, 50, 100.
* Values from 1 to 10 round to whole numbers, the rest to one significant
* figure, so fractional curves work: 8 rows with `center: 0.5, edge: 10`
* give 10, 5, 2, 1, 0.5, 1, 2, 5, 10.
* `rows` is rounded to at least 1, `center` raised to at least 0.01 and
* `edge` to at least `center`.
*/
export function plinkoSlots(
rowCount: number,
options: { center?: number; edge?: number } = {},
): number[] {
const rows = Math.max(1, Math.round(rowCount) || 1);
// Any positive center works; zero or below would divide by zero.
const center = Math.max(0.01, options.center ?? 1);
const edge = Math.max(center, options.edge ?? 100);
const half = rows / 2;
return Array.from({ length: rows + 1 }, (_, slot) => {
const value = center * (edge / center) ** (Math.abs(slot - half) / half);
if (value >= 1 && value < 10) return Math.round(value);
// One significant figure: 46 reads as 50, 315 as 300, 0.46 as 0.5.
return Number(value.toPrecision(1));
});
}
/** An icon button that shows and toggles one on/off setting. */
function ToggleButton({
on,
onToggle,
label,
onIcon: OnIcon,
offIcon: OffIcon,
}: {
on: boolean;
onToggle: () => void;
label: string;
onIcon: LucideIcon;
offIcon: LucideIcon;
}) {
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={label} side="top">
<Button
variant="secondary"
onClick={onToggle}
aria-label={label}
aria-pressed={on}
pressScale={0.96}
// Full strength when on, muted when off: the slash alone is a thin cue.
className={cn("w-10 px-0", on ? "text-foreground" : "text-muted-foreground")}
>
<ActionSwapCascadeIcon value={on ? "on" : "off"} className="size-4">
{on ? <OnIcon aria-hidden="true" className="size-4" /> : <OffIcon aria-hidden="true" className="size-4" />}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
);
}
"use client";
import {
ActionSwapButton,
ActionSwapIcon,
ActionSwapText,
type ActionSwapButtonProps,
type ActionSwapIconProps,
type ActionSwapTextProps,
} from "./action-swap";
export type {
ActionSwapButtonSize,
ActionSwapButtonVariant,
ActionSwapItem,
} from "./action-swap";
export type ActionSwapCascadeButtonProps = Omit<ActionSwapButtonProps, "animation">;
export type ActionSwapCascadeTextProps = Omit<ActionSwapTextProps, "animation">;
export type ActionSwapCascadeIconProps = Omit<ActionSwapIconProps, "animation">;
export function ActionSwapCascadeButton(props: ActionSwapCascadeButtonProps) {
return <ActionSwapButton {...props} animation="cascade" />;
}
export function ActionSwapCascadeText(props: ActionSwapCascadeTextProps) {
return <ActionSwapText {...props} animation="cascade" />;
}
export function ActionSwapCascadeIcon(props: ActionSwapCascadeIconProps) {
return <ActionSwapIcon {...props} animation="cascade" />;
}
export type {
ButtonLinkProps,
ButtonProps,
ButtonSize,
ButtonVariant,
} from "./base";
export { Button, ButtonLink } from "./base";
export type { MagneticButtonProps } from "./magnetic";
export { MagneticButton } from "./magnetic";
export type { MetallicButtonProps } from "./metallic";
export { MetallicButton } from "./metallic";
export type { ButtonState, StatefulButtonProps } from "./stateful";
export { StatefulButton } from "./stateful";
"use client";
import { AnimatePresence } from "motion/react";
import {
type ComponentProps,
type PointerEvent as ReactPointerEvent,
cloneElement,
createContext,
isValidElement,
type ReactElement,
type ReactNode,
type Ref,
type RefObject,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { createPortal } from "react-dom";
import { TooltipSurface } from "@/components/motion/tooltip-surface";
import { useDismiss } from "@/lib/hooks/use-dismiss";
import { useHoverGesture } from "@/lib/hooks/use-hover-gesture";
import { useTapGesture } from "@/lib/hooks/use-tap-gesture";
import { cn } from "@/lib/utils";
import { focusFromKeyboard, graceArea, inBox, inPolygon, watchModality } from "./tooltip/grace";
import { TooltipArrow, TooltipPositioner } from "./tooltip/positioner";
import {
type TooltipAlign,
type TooltipAnchor,
type TooltipPoint,
type TooltipSide,
useTooltipPointer,
} from "./tooltip/use-position";
export type { TooltipAlign, TooltipSide };
/* -------------------------------------------------------------------------- */
/* Provider */
/* -------------------------------------------------------------------------- */
interface TooltipTiming {
/** Delay before a hover opens a tooltip (ms). */
delay: number;
/** Delay before a tooltip closes once the pointer has left it (ms). */
closeDelay: number;
/** After one tooltip closes, others open instantly for this long (ms). */
skipDelay: number;
}
const TimingContext = createContext<TooltipTiming>({ delay: 120, closeDelay: 0, skipDelay: 300 });
export interface TooltipProviderProps extends Partial<TooltipTiming> {
children: ReactNode;
}
/** Shared timing for every tooltip inside it. Optional: tooltips work without one. */
export function TooltipProvider({ children, ...timing }: TooltipProviderProps) {
const parent = useContext(TimingContext);
const { delay = parent.delay, closeDelay = parent.closeDelay, skipDelay = parent.skipDelay } =
timing;
const value = useMemo(() => ({ delay, closeDelay, skipDelay }), [delay, closeDelay, skipDelay]);
return <TimingContext.Provider value={value}>{children}</TimingContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Root */
/* -------------------------------------------------------------------------- */
// Moving along a toolbar should feel instant after the first label, and only
// one label may show at a time: a keyboard-focused control and a hovered one
// would otherwise both claim the screen.
let lastClosedAt = 0;
let current: { close: () => void } | null = null;
function isEmpty(content: ReactNode) {
return content == null || content === false || content === "";
}
interface TooltipContextValue {
open: boolean;
contentId: string;
labelId: string;
asLabel: boolean;
empty: boolean;
followCursor: boolean;
anchor: TooltipAnchor | null;
/** True when a TooltipTrigger owns the anchor; false for an external `anchorRef`. */
triggered: boolean;
floatingRef: RefObject<HTMLSpanElement | null>;
pointer: ReturnType<typeof useTooltipPointer>;
setTrigger: (element: TooltipAnchor | null) => void;
setEmpty: (empty: boolean) => void;
close: () => void;
onContentEnter: () => void;
onContentLeave: (event: ReactPointerEvent) => void;
}
const TooltipContext = createContext<TooltipContextValue | null>(null);
function useTooltipContext(part: string) {
const context = useContext(TooltipContext);
if (!context) throw new Error(`${part} must be used inside <Tooltip>`);
return context;
}
export interface TooltipRootProps {
children?: ReactNode;
open?: boolean;
defaultOpen?: boolean;
onOpenChange?: (open: boolean) => void;
/** Delay before showing on hover (ms). Keyboard focus shows immediately. */
delay?: number;
/** Delay before hiding once the pointer has left (ms). */
closeDelay?: number;
/** Never show, e.g. while the label it carries is already visible. */
disabled?: boolean;
/**
* Use the tooltip as the trigger's accessible name rather than its
* description. For icon-only controls whose only label is the tooltip.
*/
asLabel?: boolean;
/** Follow real pointer coordinates; keyboard focus still uses the anchor. */
followCursor?: boolean;
/** Existing anchor for controlled integrations such as chart cells. */
anchorRef?: RefObject<TooltipAnchor | null>;
/** Id of the tooltip surface, for anchors that reference it themselves. */
id?: string;
}
function TooltipRoot({
children,
open: controlledOpen,
defaultOpen = false,
onOpenChange,
delay: delayProp,
closeDelay: closeDelayProp,
disabled = false,
asLabel = false,
followCursor = false,
anchorRef,
id,
initialEmpty = false,
}: TooltipRootProps & { initialEmpty?: boolean }) {
const timing = useContext(TimingContext);
const delay = delayProp ?? timing.delay;
const closeDelay = closeDelayProp ?? timing.closeDelay;
const [uncontrolledOpen, setUncontrolledOpen] = useState(defaultOpen);
const open = controlledOpen ?? uncontrolledOpen;
const [empty, setEmpty] = useState(initialEmpty);
const [trigger, setTrigger] = useState<TooltipAnchor | null>(null);
const [external, setExternal] = useState<TooltipAnchor | null>(null);
const anchor = anchorRef ? external : trigger;
const generatedId = useId();
const contentId = id ?? `${generatedId}-content`;
const labelId = `${generatedId}-label`;
const floatingRef = useRef<HTMLSpanElement | null>(null);
const anchorObject = useRef<TooltipAnchor | null>(null);
const pointer = useTooltipPointer(anchor, followCursor);
// An external ref can attach after this component renders; read it once it has.
useLayoutEffect(() => {
if (!anchorRef) return;
const element = anchorRef.current ?? null;
if (element !== external) setExternal(element);
});
// Everything the event listeners read, current without re-binding them.
const latest = useRef({ open, delay, closeDelay, disabled, empty, onOpenChange, controlled: false });
useLayoutEffect(() => {
anchorObject.current = anchor;
latest.current = {
open,
delay,
closeDelay,
disabled,
empty,
onOpenChange,
controlled: controlledOpen !== undefined,
};
});
const openTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const closeTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const grace = useRef<(() => void) | null>(null);
const self = useRef<{ close: () => void }>({ close: () => {} });
const clearTimers = useCallback(() => {
if (openTimer.current) clearTimeout(openTimer.current);
if (closeTimer.current) clearTimeout(closeTimer.current);
openTimer.current = null;
closeTimer.current = null;
}, []);
const stopGrace = useCallback(() => {
grace.current?.();
grace.current = null;
}, []);
// Only a real change reaches the consumer: a pointer leaving a closed
// tooltip is not news.
const commit = useCallback((next: boolean) => {
if (latest.current.open === next) return;
if (!latest.current.controlled) setUncontrolledOpen(next);
latest.current.onOpenChange?.(next);
}, []);
const openNow = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.disabled || latest.current.empty) return;
if (current && current !== self.current) current.close();
current = self.current;
commit(true);
}, [clearTimers, stopGrace, commit]);
const close = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.open) lastClosedAt = Date.now();
if (current === self.current) current = null;
commit(false);
}, [clearTimers, stopGrace, commit]);
useLayoutEffect(() => {
self.current.close = close;
}, [close]);
const requestOpen = useCallback(() => {
clearTimers();
if (latest.current.open || latest.current.disabled || latest.current.empty) return;
const warm = Date.now() - lastClosedAt < timing.skipDelay;
if (warm || latest.current.delay <= 0) openNow();
else openTimer.current = setTimeout(openNow, latest.current.delay);
}, [clearTimers, openNow, timing.skipDelay]);
const requestClose = useCallback(() => {
clearTimers();
if (latest.current.closeDelay > 0) {
closeTimer.current = setTimeout(close, latest.current.closeDelay);
} else close();
}, [clearTimers, close]);
// Hold the label open while the pointer crosses from one box toward the other.
const startGrace = useCallback(
(exit: TooltipPoint, from: Element, to: Element | null) => {
stopGrace();
if (!to) return requestClose();
const target = to.getBoundingClientRect();
const origin = from.getBoundingClientRect();
const corridor = graceArea(exit, target);
const onMove = (event: PointerEvent) => {
const point = { x: event.clientX, y: event.clientY };
if (inBox(point, target) || inBox(point, origin)) return;
if (!inPolygon(point, corridor)) requestClose();
};
document.addEventListener("pointermove", onMove);
grace.current = () => document.removeEventListener("pointermove", onMove);
},
[stopGrace, requestClose],
);
const hover = useHoverGesture();
const tap = useTapGesture<boolean>();
// Listeners go on the trigger itself rather than on cloned props, so a
// component that owns its own handlers keeps them, and no wrapper element
// sits between the control and its layout.
useEffect(() => {
if (anchorRef || !trigger) return;
watchModality();
// A mouse press dismisses the label and keeps it away until the pointer
// leaves; hovering a control you just clicked should not bring it back.
let suppressed = false;
// Focus that came from the keyboard holds the label open on its own.
let keyboardFocus = false;
const onEnter = (event: PointerEvent) => {
if (!hover.enter(event)) return;
stopGrace();
if (closeTimer.current) clearTimeout(closeTimer.current);
if (!suppressed) requestOpen();
};
const onLeave = (event: PointerEvent) => {
if (!hover.leave(event)) return;
suppressed = false;
if (keyboardFocus) return;
if (openTimer.current) {
clearTimers();
return;
}
if (latest.current.open && !followCursor) {
startGrace({ x: event.clientX, y: event.clientY }, trigger, floatingRef.current);
} else requestClose();
};
const onDown = (event: PointerEvent) => {
tap.start(event, latest.current.open);
if (event.pointerType === "mouse") {
suppressed = true;
close();
}
};
// A finger never hovers, and Safari does not focus a button on tap either,
// so the label is only reachable if the tap itself toggles it. The click
// carries no pointerType; the pointerdown before it says whether it was a
// tap, and keyboard activation has none at all.
const onClick = () => {
const gesture = tap.take();
if (!gesture || gesture.pointerType === "mouse") return;
if (gesture.state) close();
else openNow();
};
const onKey = () => tap.drop();
const onFocusIn = () => {
if (!focusFromKeyboard()) return;
keyboardFocus = true;
openNow();
};
const onFocusOut = (event: FocusEvent) => {
if (trigger.contains(event.relatedTarget as Node | null)) return;
keyboardFocus = false;
close();
};
// Both element kinds dispatch the same events; one type keeps the listeners typed.
const el = trigger as HTMLElement;
el.addEventListener("pointerenter", onEnter);
el.addEventListener("pointerleave", onLeave);
el.addEventListener("pointerdown", onDown);
el.addEventListener("pointercancel", tap.drop);
el.addEventListener("click", onClick);
el.addEventListener("keydown", onKey);
el.addEventListener("focusin", onFocusIn);
el.addEventListener("focusout", onFocusOut);
return () => {
el.removeEventListener("pointerenter", onEnter);
el.removeEventListener("pointerleave", onLeave);
el.removeEventListener("pointerdown", onDown);
el.removeEventListener("pointercancel", tap.drop);
el.removeEventListener("click", onClick);
el.removeEventListener("keydown", onKey);
el.removeEventListener("focusin", onFocusIn);
el.removeEventListener("focusout", onFocusOut);
};
}, [
anchorRef,
trigger,
followCursor,
hover,
tap,
requestOpen,
requestClose,
openNow,
close,
clearTimers,
stopGrace,
startGrace,
]);
// While open, a trigger that turns disabled loses focus without a blur event,
// and a window that loses focus never reports the pointer leaving.
useEffect(() => {
if (!open || anchorRef || !trigger) return;
const observer = new MutationObserver(() => {
if (trigger.matches(":disabled, [aria-disabled='true']")) close();
});
observer.observe(trigger, { attributes: true, attributeFilter: ["disabled", "aria-disabled"] });
window.addEventListener("blur", close);
return () => {
observer.disconnect();
window.removeEventListener("blur", close);
};
}, [open, anchorRef, trigger, close]);
// A chart drives its own open state and swaps content as it goes; only a
// trigger-owned label closes itself for having nothing to say.
useEffect(() => {
if (disabled || (empty && !anchorRef)) close();
}, [disabled, empty, anchorRef, close]);
useEffect(
() => () => {
clearTimers();
stopGrace();
if (current === self.current) current = null;
},
[clearTimers, stopGrace],
);
const insideTooltip = useCallback(
(target: Element) => Boolean(floatingRef.current?.contains(target)),
[],
);
// ...and closed by the next tap that lands somewhere else, or Escape. The
// label covers nothing interactive, so that tap passes through to what it hit.
useDismiss(open, close, anchorObject, { ignore: insideTooltip });
const onContentEnter = useCallback(() => {
stopGrace();
clearTimers();
}, [stopGrace, clearTimers]);
const onContentLeave = useCallback(
(event: ReactPointerEvent) => {
const floating = floatingRef.current;
if (!floating) return;
if (anchorRef) {
// Bridge the small gap back onto a chart; it reopens on its own terms.
clearTimers();
closeTimer.current = setTimeout(close, 100);
return;
}
startGrace({ x: event.clientX, y: event.clientY }, floating, anchorObject.current);
},
[anchorRef, clearTimers, close, startGrace],
);
const value = useMemo<TooltipContextValue>(
() => ({
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
triggered: !anchorRef,
floatingRef,
pointer,
setTrigger,
setEmpty,
close,
onContentEnter,
onContentLeave,
}),
[
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
anchorRef,
pointer,
close,
onContentEnter,
onContentLeave,
],
);
return <TooltipContext.Provider value={value}>{children}</TooltipContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Trigger */
/* -------------------------------------------------------------------------- */
function mergeIds(...ids: unknown[]) {
return ids.filter((value) => typeof value === "string" && value).join(" ") || undefined;
}
function assignRef<T>(ref: Ref<T> | undefined, value: T | null) {
if (typeof ref === "function") ref(value);
else if (ref) (ref as { current: T | null }).current = value;
}
export interface TooltipTriggerProps extends ComponentProps<"button"> {
/** Use the single child element as the trigger instead of rendering a button. */
asChild?: boolean;
}
export function TooltipTrigger({ asChild = false, children, ref, ...props }: TooltipTriggerProps) {
const { open, contentId, labelId, asLabel, empty, setTrigger } =
useTooltipContext("TooltipTrigger");
const child = asChild && isValidElement(children) ? children : null;
const childProps = (child?.props ?? props) as Record<string, unknown>;
const childRef = child ? (childProps.ref as Ref<TooltipAnchor> | undefined) : undefined;
const attached = useRef<TooltipAnchor | null>(null);
const setRef = useCallback(
(element: TooltipAnchor | null) => {
attached.current = element;
setTrigger(element);
assignRef(childRef ?? (ref as Ref<TooltipAnchor> | undefined), element);
},
[setTrigger, childRef, ref],
);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && child && !attached.current) {
console.warn(
"TooltipTrigger: the child did not attach a ref, so the tooltip has nothing to listen to. Render a DOM element or a component that passes `ref` through.",
);
}
}, [child]);
const aria = asLabel
? {
"aria-labelledby": empty
? (childProps["aria-labelledby"] as string | undefined)
: labelId,
}
: {
"aria-describedby": mergeIds(
childProps["aria-describedby"],
open && !empty ? contentId : undefined,
),
};
if (asChild) {
if (!child) return children;
return cloneElement(child as ReactElement<Record<string, unknown>>, { ref: setRef, ...aria });
}
return (
<button
type="button"
data-state={open ? "open" : "closed"}
{...props}
ref={setRef as Ref<HTMLButtonElement>}
{...aria}
>
{children}
</button>
);
}
/* -------------------------------------------------------------------------- */
/* Content */
/* -------------------------------------------------------------------------- */
export interface TooltipContentProps {
children?: ReactNode;
side?: TooltipSide;
align?: TooltipAlign;
/** Gap between anchor and tooltip (px). */
sideOffset?: number;
/** Draw an arrow pointing at the anchor. */
arrow?: boolean;
/** Point within the anchor, as fractions of its rendered width and height. */
anchorPoint?: TooltipPoint;
className?: string;
}
export function TooltipContent({
children,
side = "top",
align = "center",
sideOffset,
arrow = false,
anchorPoint,
className,
}: TooltipContentProps) {
const {
open,
contentId,
labelId,
asLabel,
followCursor,
anchor,
floatingRef,
pointer,
setEmpty,
close,
onContentEnter,
onContentLeave,
} = useTooltipContext("TooltipContent");
const empty = isEmpty(children);
const arrowRef = useRef<SVGSVGElement | null>(null);
useLayoutEffect(() => {
setEmpty(empty);
}, [empty, setEmpty]);
if (typeof document === "undefined") return null;
return createPortal(
<>
{/* The name has to exist while the label is closed, so it lives apart from the surface. */}
{asLabel && !empty ? (
<span id={labelId} hidden>
{children}
</span>
) : null}
<AnimatePresence>
{open && !empty ? (
<TooltipPositioner
key="tooltip"
anchor={anchor}
floatingRef={floatingRef}
arrowRef={arrow ? arrowRef : undefined}
anchorPoint={anchorPoint}
followCursor={followCursor}
side={side}
align={align}
sideOffset={sideOffset}
onDismiss={close}
pointer={pointer}
>
{(positioned, isPresent, placedSide) => (
<TooltipSurface
id={asLabel ? undefined : contentId}
aria-hidden={asLabel || undefined}
ready={positioned}
onPointerEnter={onContentEnter}
onPointerLeave={onContentLeave}
style={{ pointerEvents: isPresent && !followCursor ? "auto" : "none" }}
className={cn(
"max-w-[min(20rem,calc(100vw-16px))] whitespace-normal break-words",
arrow && "relative",
className,
)}
>
{children}
{arrow ? <TooltipArrow ref={arrowRef} side={placedSide} /> : null}
</TooltipSurface>
)}
</TooltipPositioner>
) : null}
</AnimatePresence>
</>,
document.body,
);
}
/* -------------------------------------------------------------------------- */
/* Tooltip (root, or one-line shorthand when given `content`) */
/* -------------------------------------------------------------------------- */
export interface TooltipProps
extends TooltipRootProps,
Omit<TooltipContentProps, "children" | "className"> {
/**
* Shorthand: the tooltip's content. With it, `children` is the trigger
* element; without it, compose `TooltipTrigger` and `TooltipContent`.
*/
content?: ReactNode;
/** Shorthand only: classes for the tooltip surface. */
className?: string;
}
export function Tooltip(props: TooltipProps) {
if (!("content" in props)) return <TooltipRoot {...props} />;
const {
content,
children,
side,
align,
sideOffset,
arrow,
anchorPoint,
className,
...root
} = props;
if (!root.anchorRef && !isValidElement(children)) return children ?? null;
return (
<TooltipRoot {...root} initialEmpty={isEmpty(content)}>
{isValidElement(children) ? <TooltipTrigger asChild>{children}</TooltipTrigger> : null}
<TooltipContent
side={side}
align={align}
sideOffset={sideOffset}
arrow={arrow}
anchorPoint={anchorPoint}
className={className}
>
{content}
</TooltipContent>
</TooltipRoot>
);
}
"use client";
import { AnimatePresence, type HTMLMotionProps, motion, useReducedMotion, type Variants } from "motion/react";
import type { ReactNode } from "react";
import { useState } from "react";
import { EASE_OUT, SPRING_LAYOUT, SPRING_PRESS, SPRING_SWAP } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type ActionSwapItem = {
id: string;
label: ReactNode;
icon?: ReactNode;
ariaLabel?: string;
};
export type ActionSwapButtonVariant = "primary" | "secondary" | "outline" | "ghost";
export type ActionSwapButtonSize = "sm" | "md" | "lg" | "icon";
export type ActionSwapAnimation = "blur" | "roll" | "cascade";
/** Animations with a single-element variant set (cascade animates per letter). */
type CoreAnimation = "blur" | "roll";
export interface ActionSwapButtonProps extends Omit<
HTMLMotionProps<"button">,
"children" | "onChange"
> {
items: ActionSwapItem[];
value?: string;
defaultValue?: string;
onValueChange?: (value: string, item: ActionSwapItem) => void;
variant?: ActionSwapButtonVariant;
size?: ActionSwapButtonSize;
animation?: ActionSwapAnimation;
iconOnly?: boolean;
cycle?: boolean;
}
export interface ActionSwapTextProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
export interface ActionSwapIconProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
// The arriving layer springs in, so a second press mid-swap bends it toward
// the new target instead of restarting. The leaving layer is a little quicker,
// still long enough to cross the arrival so the swap reads as one morph.
const BLUR_TRANSITION = SPRING_SWAP;
const BLUR_EXIT_TRANSITION = { duration: 0.16, ease: EASE_OUT } as const;
const ROLL_TRANSITION = SPRING_SWAP;
const ROLL_EXIT_TRANSITION = { duration: 0.14, ease: EASE_OUT } as const;
// A light blur softens the crossing without smearing small glyphs.
const SWAP_BLUR = "blur(2px)";
const ROLL_BLUR = "blur(3px)";
// Cascade rolls the label one letter at a time, left to right. The leaving
// and landing strings overlap as independent layers (no shared cells), so
// proportional glyph widths never jitter. Exits cascade at half the enter
// stagger so the tail of the old label lingers briefly.
const CASCADE_STAGGER = 0.025;
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const TEXT_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.9, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.96,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: "90%", filter: ROLL_BLUR },
animate: {
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: "-90%",
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const ICON_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.25, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.25,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: 12, filter: ROLL_BLUR },
animate: {
opacity: 1,
y: 0,
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: -12,
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const VARIANT_CLASS: Record<ActionSwapButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
outline: "border border-border bg-transparent text-foreground hover:bg-muted/60",
ghost: "text-muted-foreground hover:bg-muted/60 hover:text-foreground",
};
const SIZE_CLASS: Record<ActionSwapButtonSize, string> = {
sm: "h-8 gap-1.5 rounded-full px-3 text-xs",
md: "h-10 gap-2 rounded-full px-4 text-sm",
lg: "h-12 gap-2.5 rounded-full px-5 text-base",
icon: "h-10 w-10 rounded-full",
};
export function ActionSwapText({
value,
children,
animation = "blur",
className,
}: ActionSwapTextProps) {
const reduce = useReducedMotion();
// Cascade needs a plain string to split into letters; non-string content
// and reduced motion fall back to the closest single-element animation.
const label = typeof children === "string" ? children : null;
const cascade = animation === "cascade" && label !== null && !reduce;
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span
className={cn(
"relative -my-[0.08em] inline-block max-w-full whitespace-nowrap py-[0.08em] align-bottom",
className,
)}
style={{
clipPath: "inset(0 -999px)",
WebkitClipPath: "inset(0 -999px)",
}}
>
<span
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
{/* Letters are decorative fragments; readers get the whole label. */}
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-[0.08em] inline-block whitespace-pre"
>
{label.split("").map((char, i) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity — the letter at a position is exactly what rolls.
key={i}
custom={i * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`${animation}-${value}`}
variants={TEXT_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
// Truncation lives on the layer that holds the text — the layer
// moves as a whole, so clipping it never eats the roll.
className="absolute left-0 top-[0.08em] inline-block max-w-full truncate will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</span>
);
}
export function ActionSwapIcon({
value,
children,
animation = "blur",
className,
}: ActionSwapIconProps) {
const reduce = useReducedMotion();
// Icons are single elements — cascade maps to its closest motion, roll.
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span className={cn("relative inline-grid shrink-0 place-items-center overflow-hidden", className)}>
<AnimatePresence mode="popLayout" initial={false}>
<motion.span
key={`${animation}-${value}`}
aria-hidden
variants={ICON_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
className="col-start-1 row-start-1 inline-flex items-center justify-center will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
</span>
);
}
export function ActionSwapButton({
items,
value,
defaultValue,
onValueChange,
variant = "secondary",
size = "md",
animation = "blur",
iconOnly = size === "icon",
cycle = true,
className,
disabled,
onClick,
style,
...rest
}: ActionSwapButtonProps) {
const reduce = useReducedMotion();
const [internalValue, setInternalValue] = useState(defaultValue ?? items[0]?.id);
const currentValue = value ?? internalValue;
const activeIndex = Math.max(0, items.findIndex((item) => item.id === currentValue));
const activeItem = items[activeIndex] ?? items[0];
const hasIcon = items.some((item) => item.icon);
const nextItem = cycle && items.length > 0 ? items[(activeIndex + 1) % items.length] : undefined;
if (!activeItem) return null;
const accessibleLabel = activeItem.ariaLabel ?? (iconOnly && typeof activeItem.label === "string" ? activeItem.label : undefined);
const layoutTransition = reduce ? { duration: 0 } : SPRING_LAYOUT;
return (
<motion.button
type="button"
disabled={disabled}
// A label of a different length resizes the button: glide the width on
// the soft layout spring, and only when the value changes, so unrelated
// page reflow never animates the button.
layout
layoutDependency={activeItem.id}
whileTap={reduce || disabled ? undefined : { scale: 0.97 }}
transition={{ ...SPRING_PRESS, layout: layoutTransition }}
// Layout animations only correct a radius set inline.
style={{ borderRadius: 9999, ...style }}
className={cn(
"inline-flex items-center justify-center overflow-hidden font-medium transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
aria-label={accessibleLabel}
onClick={(event) => {
onClick?.(event);
if (event.defaultPrevented || disabled || !cycle || !nextItem) return;
if (value === undefined) setInternalValue(nextItem.id);
onValueChange?.(nextItem.id, nextItem);
}}
{...rest}
>
{/* Position-only layout keeps the contents from stretching with the
button while its width glides. */}
{hasIcon ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex shrink-0"
>
<ActionSwapIcon value={activeItem.id} animation={animation} className="h-4 w-4">
{activeItem.icon ?? null}
</ActionSwapIcon>
</motion.span>
) : null}
{!iconOnly ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex min-w-0 max-w-full"
>
<ActionSwapText value={activeItem.id} animation={animation}>
{activeItem.label}
</ActionSwapText>
</motion.span>
) : null}
</motion.button>
);
}
"use client";
import {
AnimatePresence,
type HTMLMotionProps,
motion,
useReducedMotion,
} from "motion/react";
import {
forwardRef,
type PointerEvent,
type ReactNode,
useCallback,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_PRESS } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export type ButtonVariant = "primary" | "secondary" | "ghost" | "outline";
export type ButtonSize = "sm" | "md" | "lg" | "icon";
export interface ButtonProps extends Omit<
HTMLMotionProps<"button">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
/** Spawn a Material-style ripple from the press point. Off by default. */
ripple?: boolean;
children?: ReactNode;
}
export interface ButtonLinkProps extends Omit<
HTMLMotionProps<"a">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
children?: ReactNode;
}
type Ripple = { id: number; x: number; y: number; size: number };
const VARIANT_CLASS: Record<ButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
ghost: "text-muted-foreground hover:text-foreground hover:bg-muted/60",
outline:
"border border-border bg-transparent text-foreground hover:bg-muted/60",
};
const SIZE_CLASS: Record<ButtonSize, string> = {
sm: "h-8 px-3 text-xs gap-1.5 rounded-full",
md: "h-10 px-5 text-sm gap-2 rounded-full",
lg: "h-12 px-6 text-base gap-2 rounded-full",
icon: "h-8 w-8 rounded-lg",
};
export const Button = forwardRef<HTMLButtonElement, ButtonProps>(
function Button(
{
variant = "primary",
size = "md",
pressScale = 0.93,
ripple = false,
className,
children,
onPointerDown,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
const [ripples, setRipples] = useState<Ripple[]>([]);
const nextId = useRef(0);
const handlePointerDown = useCallback(
(event: PointerEvent<HTMLButtonElement>) => {
if (ripple && !reduce) {
const rect = event.currentTarget.getBoundingClientRect();
const size = Math.max(rect.width, rect.height) * 2;
const id = nextId.current++;
setRipples((prev) => [
...prev,
{
id,
x: event.clientX - rect.left,
y: event.clientY - rect.top,
size,
},
]);
}
onPointerDown?.(event);
},
[ripple, reduce, onPointerDown],
);
return (
<motion.button
ref={ref}
type="button"
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
onPointerDown={handlePointerDown}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
ripple && "relative overflow-hidden",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{ripple && !reduce ? (
<span className="pointer-events-none absolute inset-0 overflow-hidden rounded-[inherit]">
<AnimatePresence>
{ripples.map((r) => (
<motion.span
key={r.id}
className="absolute rounded-full bg-current"
style={{
left: r.x,
top: r.y,
width: r.size,
height: r.size,
x: "-50%",
y: "-50%",
}}
initial={{ scale: 0.05, opacity: 0.3 }}
animate={{ scale: 1, opacity: 0 }}
exit={{ opacity: 0 }}
transition={{ duration: 1.6, ease: EASE_OUT }}
onAnimationComplete={() =>
setRipples((prev) => prev.filter((x) => x.id !== r.id))
}
/>
))}
</AnimatePresence>
</span>
) : null}
{children}
</motion.button>
);
},
);
export const ButtonLink = forwardRef<HTMLAnchorElement, ButtonLinkProps>(
function ButtonLink(
{
variant = "primary",
size = "md",
pressScale = 0.93,
className,
children,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
return (
<motion.a
ref={ref}
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{children}
</motion.a>
);
},
);
"use client";
import { forwardRef } from "react";
import { Magnetic } from "../magnetic";
import { Button, type ButtonProps } from "./base";
export interface MagneticButtonProps extends ButtonProps {
/** Magnetic pull strength. Default 0.25. */
strength?: number;
/** Class applied to the magnetic wrapper. */
magneticClassName?: string;
}
export const MagneticButton = forwardRef<HTMLButtonElement, MagneticButtonProps>(function MagneticButton(
{ strength = 0.25, magneticClassName, children, ...rest },
ref,
) {
return (
<Magnetic strength={strength} className={magneticClassName}>
<Button ref={ref} {...rest}>
{children}
</Button>
</Magnetic>
);
});
"use client";
import { motion, useReducedMotion } from "motion/react";
import { forwardRef, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { Button, type ButtonProps } from "./base";
export interface MetallicButtonProps extends Omit<
ButtonProps,
"ripple" | "variant"
> {
/** Stops the traveling reflection while preserving the chrome rim. */
paused?: boolean;
}
// The rim and highlight drift separately so the material stays quiet and reflective.
const SILVER_DRIFT = {
duration: 8,
ease: EASE_IN_OUT,
repeat: Infinity,
};
const CHROME_SHIMMER = {
duration: 2.4,
ease: EASE_IN_OUT,
};
export const MetallicButton = forwardRef<
HTMLButtonElement,
MetallicButtonProps
>(function MetallicButton(
{
size = "md",
paused = false,
className,
children,
onHoverStart,
onHoverEnd,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const still = paused || Boolean(reduce);
const [hovered, setHovered] = useState(false);
return (
<Button
ref={ref}
variant="ghost"
size={size}
onHoverStart={(event, info) => {
setHovered(true);
onHoverStart?.(event, info);
}}
onHoverEnd={(event, info) => {
setHovered(false);
onHoverEnd?.(event, info);
}}
className={cn(
"group relative isolate overflow-hidden border-0 bg-transparent text-foreground",
"hover:bg-transparent hover:text-foreground",
"focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2",
"shadow-[0_8px_22px_rgba(0,0,0,0.16)]",
size === "icon" && "rounded-full",
className,
)}
{...rest}
>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-18%] z-0 w-[136%] rounded-[inherit] bg-[linear-gradient(105deg,#111_0%,#737373_14%,#fafafa_26%,#525252_38%,#0a0a0a_50%,#a3a3a3_64%,#fff_75%,#404040_87%,#111_100%)]"
animate={still ? undefined : { x: ["0%", "13%", "0%"] }}
transition={still ? undefined : SILVER_DRIFT}
/>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-58%] z-[1] w-[52%] -skew-x-12 bg-[linear-gradient(90deg,transparent,rgba(255,255,255,0.5)_48%,transparent)] opacity-50 blur-[3px] mix-blend-screen"
animate={still ? undefined : { x: hovered ? "310%" : "0%" }}
transition={still ? undefined : CHROME_SHIMMER}
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[2] rounded-[inherit] bg-background transition-colors group-hover:bg-muted/40"
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[3] rounded-[inherit] shadow-[inset_0_1px_0_rgba(255,255,255,0.28),inset_0_-1px_0_rgba(0,0,0,0.16)]"
/>
<span className="relative z-10 inline-flex items-center justify-center gap-2">
{children}
</span>
</Button>
);
});
"use client";
import { Check, Loader2, X } from "lucide-react";
import {
AnimatePresence,
motion,
useReducedMotion,
type Variants,
} from "motion/react";
import {
forwardRef,
type ReactNode,
useLayoutEffect,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_SWAP } from "@/lib/ease";
import { Button, type ButtonProps } from "./base";
export type ButtonState = "idle" | "loading" | "success" | "error";
export interface StatefulButtonProps extends Omit<ButtonProps, "children"> {
state?: ButtonState;
children: ReactNode;
loadingText?: ReactNode;
successText?: ReactNode;
errorText?: ReactNode;
icon?: ReactNode;
}
const CASCADE_STAGGER = 0.025;
const ROLL_BLUR = "blur(6px)";
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const ICON_VARIANTS: Variants = {
// Width collapses too, so the icon adds/removes its own space smoothly
// instead of popping the row width in a single frame.
initial: { opacity: 0, width: 0, scale: 0.7, filter: ROLL_BLUR },
animate: {
opacity: 1,
width: "1.5rem",
scale: 1,
filter: "blur(0px)",
transition: SPRING_SWAP,
},
exit: {
opacity: 0,
width: 0,
scale: 0.7,
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT },
},
};
function IconSlot({ keyId, children }: { keyId: string; children: ReactNode }) {
const reduce = useReducedMotion();
return (
<motion.span
key={keyId}
variants={ICON_VARIANTS}
initial={reduce ? { opacity: 0 } : "initial"}
animate={reduce ? { opacity: 1 } : "animate"}
exit={reduce ? { opacity: 0 } : "exit"}
transition={reduce ? { duration: 0.15 } : undefined}
className="inline-grid shrink-0 place-items-center overflow-hidden"
>
{children}
</motion.span>
);
}
function TextSlot({
value,
children,
}: {
value: string;
children: ReactNode;
}) {
const reduce = useReducedMotion();
const measureRef = useRef<HTMLSpanElement>(null);
const [width, setWidth] = useState<number>();
const label = typeof children === "string" ? children : null;
const cascade = label !== null && !reduce;
// Measure strings with the same per-letter layout as the cascade. Measuring
// the whole string preserves kerning, which can make it narrower than the
// inline-block letters and clip the final glyph during the width animation.
useLayoutEffect(() => {
const nextWidth = measureRef.current?.offsetWidth;
if (!nextWidth) return;
setWidth((current) => (current === nextWidth ? current : nextWidth));
});
return (
<motion.span
initial={false}
animate={{ width }}
transition={reduce ? { duration: 0 } : SPRING_SWAP}
className="relative inline-block overflow-hidden whitespace-nowrap align-bottom"
>
<span
ref={measureRef}
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-0 inline-block whitespace-pre"
>
{label.split("").map((char, index) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
custom={index * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`text-${value}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 14, filter: ROLL_BLUR }}
animate={reduce ? { opacity: 1 } : { opacity: 1, y: 0, filter: "blur(0px)" }}
exit={reduce ? { opacity: 0 } : { opacity: 0, y: -14, filter: ROLL_BLUR }}
transition={reduce ? { duration: 0.15 } : SPRING_SWAP}
className="absolute left-0 top-0 inline-block will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</motion.span>
);
}
export const StatefulButton = forwardRef<HTMLButtonElement, StatefulButtonProps>(function StatefulButton(
{
state = "idle",
children,
loadingText = "Loading",
successText = "Done",
errorText = "Try again",
icon,
disabled,
...rest
},
ref,
) {
const isBusy = state === "loading";
const stateText =
state === "loading"
? loadingText
: state === "success"
? successText
: state === "error"
? errorText
: children;
const textKey =
typeof stateText === "string" ? `${state}-${stateText}` : state;
return (
<Button ref={ref} disabled={disabled || isBusy} aria-busy={isBusy} whileHover={undefined} {...rest}>
<span
aria-live="polite"
className="relative inline-flex items-center justify-center overflow-hidden"
>
<AnimatePresence initial={false}>
{state === "loading" ? (
<IconSlot keyId="loading-icon">
<Loader2 className="h-4 w-4 animate-spin" />
</IconSlot>
) : null}
{state === "success" ? (
<IconSlot keyId="success-icon">
<Check className="h-4 w-4" />
</IconSlot>
) : null}
{state === "error" ? (
<IconSlot keyId="error-icon">
<X className="h-4 w-4" />
</IconSlot>
) : null}
</AnimatePresence>
<TextSlot value={textKey}>{stateText}</TextSlot>
<AnimatePresence initial={false}>
{state === "idle" && icon ? (
<IconSlot keyId="idle-icon">{icon}</IconSlot>
) : null}
</AnimatePresence>
</span>
</Button>
);
});
type Point = { x: number; y: number };
type Box = { left: number; top: number; right: number; bottom: number };
/**
* The corridor a pointer may cross between the trigger and the open tooltip
* without closing it: the convex hull of where it left and the box it is
* heading for. A fixed timeout either cuts a slow diagonal move short or keeps
* the label alive after the pointer has plainly gone elsewhere; this follows
* the path itself.
*/
export function graceArea(exit: Point, target: Box): Point[] {
// A few pixels either side of the exit point give the corridor some width at
// its narrow end, so a hand that drifts sideways while it moves stays inside.
const pad = 5;
return hull([
{ x: exit.x - pad, y: exit.y - pad },
{ x: exit.x + pad, y: exit.y - pad },
{ x: exit.x - pad, y: exit.y + pad },
{ x: exit.x + pad, y: exit.y + pad },
{ x: target.left, y: target.top },
{ x: target.right, y: target.top },
{ x: target.right, y: target.bottom },
{ x: target.left, y: target.bottom },
]);
}
export function inBox(point: Point, box: Box) {
return (
point.x >= box.left && point.x <= box.right && point.y >= box.top && point.y <= box.bottom
);
}
export function inPolygon(point: Point, polygon: Point[]) {
let inside = false;
for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
const a = polygon[i];
const b = polygon[j];
if (
a.y > point.y !== b.y > point.y &&
point.x < ((b.x - a.x) * (point.y - a.y)) / (b.y - a.y) + a.x
) {
inside = !inside;
}
}
return inside;
}
// Monotone chain; the corridor is always convex, so a hull is all it needs.
function hull(points: Point[]) {
const sorted = [...points].sort((a, b) => a.x - b.x || a.y - b.y);
const cross = (o: Point, a: Point, b: Point) =>
(a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
const lower: Point[] = [];
for (const p of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], p) <= 0) {
lower.pop();
}
lower.push(p);
}
const upper: Point[] = [];
for (let i = sorted.length - 1; i >= 0; i--) {
const p = sorted[i];
while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], p) <= 0) {
upper.pop();
}
upper.push(p);
}
lower.pop();
upper.pop();
return lower.concat(upper);
}
/**
* How the user last reached for the page. A focus that a mouse press caused is
* not a request to read the label: the pointer is already on the control and
* hovering showed it. A focus that followed a key — Tab, or a roving arrow key
* moving focus in script — is the only way a keyboard user sees it at all.
*/
let modality: "keyboard" | "pointer" = "keyboard";
let listening = false;
export function watchModality() {
if (listening || typeof window === "undefined") return;
listening = true;
window.addEventListener("keydown", () => (modality = "keyboard"), true);
window.addEventListener("pointerdown", () => (modality = "pointer"), true);
}
export function focusFromKeyboard() {
return modality === "keyboard";
}
"use client";
import { useIsPresent } from "motion/react";
import { type CSSProperties, type ReactNode, type Ref, useCallback, useState } from "react";
import { type TooltipSide, useTooltipPosition } from "./use-position";
type PositionProps = Parameters<typeof useTooltipPosition>[0];
/** Readiness lives with the mounted overlay, not a trigger ref's attach/detach cycle. */
export function TooltipPositioner({
children,
...position
}: Omit<PositionProps, "open" | "onPosition"> & {
children: (ready: boolean, present: boolean, side: TooltipSide) => ReactNode;
}) {
const present = useIsPresent();
const [ready, setReady] = useState(false);
const [side, setSide] = useState<TooltipSide>(position.side);
const onPosition = useCallback((placed: TooltipSide) => {
setReady(true);
setSide(placed);
}, []);
useTooltipPosition({ ...position, open: present, onPosition });
return (
<span
ref={position.floatingRef}
inert={!present}
aria-hidden={!present || undefined}
className="pointer-events-none fixed left-0 top-0 z-[9999] w-max"
style={{ visibility: "hidden", maxWidth: "calc(100vw - 16px)" }}
>
{children(ready, present, side)}
</span>
);
}
// Each arrow is a 12px box whose base sits on the surface's inner border edge,
// so its fill covers the border beneath it and only the two outer edges stroke.
const ARROW: Record<TooltipSide, { path: string; style: CSSProperties }> = {
top: { path: "M0 6L6 12L12 6", style: { top: "calc(100% - 6px)" } },
bottom: { path: "M0 6L6 0L12 6", style: { bottom: "calc(100% - 6px)" } },
left: { path: "M6 0L12 6L6 12", style: { left: "calc(100% - 6px)" } },
right: { path: "M6 0L0 6L6 12", style: { right: "calc(100% - 6px)" } },
};
export function TooltipArrow({ side, ref }: { side: TooltipSide; ref: Ref<SVGSVGElement> }) {
const { path, style } = ARROW[side];
return (
<svg
ref={ref}
aria-hidden="true"
width="12"
height="12"
viewBox="0 0 12 12"
className="pointer-events-none absolute overflow-visible"
style={style}
>
<path d={`${path}Z`} style={{ fill: "var(--tooltip-arrow-fill, transparent)" }} />
<path
d={path}
fill="none"
strokeWidth="1"
style={{ stroke: "var(--tooltip-arrow-stroke, transparent)" }}
/>
</svg>
);
}
"use client";
import {
arrow as arrowMiddleware,
autoUpdate,
computePosition,
flip,
hide,
offset,
type Placement,
shift,
type VirtualElement,
} from "@floating-ui/dom";
import { type RefObject, useCallback, useLayoutEffect, useRef } from "react";
export type TooltipSide = "top" | "right" | "bottom" | "left";
export type TooltipAlign = "start" | "center" | "end";
export type TooltipPoint = { x: number; y: number };
export type TooltipAnchor = HTMLElement | SVGElement;
const ORIGIN: Record<TooltipSide, string> = {
top: "center bottom",
bottom: "center top",
left: "right center",
right: "left center",
};
/** Position is geometry, not animation. One write per frame, never a spring chasing a pointer. */
export function useTooltipPosition({
open,
anchor,
floatingRef,
arrowRef,
anchorPoint,
followCursor,
side,
align,
sideOffset,
onDismiss,
onPosition,
pointer,
}: {
open: boolean;
anchor: TooltipAnchor | null;
floatingRef: RefObject<HTMLSpanElement | null>;
arrowRef?: RefObject<SVGSVGElement | null>;
anchorPoint?: TooltipPoint;
followCursor: boolean;
side: TooltipSide;
align: TooltipAlign;
sideOffset?: number;
onDismiss: () => void;
onPosition: (side: TooltipSide) => void;
pointer: ReturnType<typeof useTooltipPointer>;
}) {
const { cursor, onMove } = pointer;
const preferred: Placement = align === "center" ? side : `${side}-${align}`;
const cursorSide = useRef<Placement | null>(null);
useLayoutEffect(() => {
cursorSide.current = open ? preferred : null;
}, [open, preferred]);
const frame = useRef<number | null>(null);
const version = useRef(0);
const update = useRef<() => void>(() => {});
const schedule = useCallback(() => {
// Invalidate older async calculations as soon as new geometry is requested.
version.current++;
if (frame.current !== null) return;
frame.current = requestAnimationFrame(() => {
frame.current = null;
update.current();
});
}, []);
useLayoutEffect(() => {
onMove.current = schedule;
return () => {
onMove.current = null;
};
}, [onMove, schedule]);
const pointX = anchorPoint?.x;
const pointY = anchorPoint?.y;
// Latest committed inputs are read without recreating observers for every period/content update.
useLayoutEffect(() => {
update.current = () => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const revision = ++version.current;
const currentCursor = followCursor ? cursor.current : null;
const virtual = Boolean(currentCursor) || pointX !== undefined || pointY !== undefined;
const reference: Element | VirtualElement = virtual
? {
contextElement: anchor,
getBoundingClientRect: () => {
const rect = anchor.getBoundingClientRect();
const x = currentCursor?.x ?? rect.left + rect.width * (pointX ?? 0.5);
const y = currentCursor?.y ?? rect.top + rect.height * (pointY ?? 0.5);
return { x, y, left: x, right: x, top: y, bottom: y, width: 0, height: 0 };
},
}
: anchor;
const arrowElement = arrowRef?.current ?? null;
void computePosition(reference, floating, {
strategy: "fixed",
placement: currentCursor ? (cursorSide.current ?? preferred) : preferred,
middleware: [
offset(sideOffset ?? (currentCursor ? 12 : 8)),
flip({ padding: 8 }),
shift({ padding: 8 }),
...(arrowElement ? [arrowMiddleware({ element: arrowElement, padding: 10 })] : []),
// A label left floating over whatever scrolled into its trigger's place
// describes nothing there. Points inside a chart move with the chart.
...(virtual ? [] : [hide({ strategy: "referenceHidden" })]),
],
}).then(({ x, y, placement, middlewareData }) => {
if (version.current !== revision || !floating.isConnected) return;
// Hold the chosen side for this hover session. Crossing a flip threshold
// repeatedly must not bounce the surface above and below the pointer.
if (currentCursor) cursorSide.current = placement;
else cursorSide.current = null;
const placedSide = placement.split("-")[0] as TooltipSide;
const dpr = window.devicePixelRatio || 1;
floating.style.transform = `translate3d(${Math.round(x * dpr) / dpr}px, ${Math.round(y * dpr) / dpr}px, 0)`;
floating.style.setProperty("--tooltip-origin", ORIGIN[placedSide]);
// A box with no size has no clipped state to report, only a missing layout.
const box = anchor.getBoundingClientRect();
const clipped =
Boolean(middlewareData.hide?.referenceHidden) && (box.width > 0 || box.height > 0);
floating.style.visibility = clipped ? "hidden" : "visible";
floating.dataset.placement = placement;
const surface = arrowElement?.parentElement;
if (arrowElement && surface) {
// Measured against the positioner, drawn inside the surface's border.
const { x: ax, y: ay } = middlewareData.arrow ?? {};
if (ax != null) arrowElement.style.left = `${ax - surface.clientLeft}px`;
if (ay != null) arrowElement.style.top = `${ay - surface.clientTop}px`;
// Paint with whatever the surface resolved to, so a restyled tooltip
// keeps a matching arrow without a second set of classes.
const style = getComputedStyle(surface);
arrowElement.style.setProperty("--tooltip-arrow-fill", style.backgroundColor);
arrowElement.style.setProperty("--tooltip-arrow-stroke", style.borderTopColor);
}
onPosition(placedSide);
});
};
if (open) schedule();
}, [
open,
anchor,
floatingRef,
arrowRef,
followCursor,
pointX,
pointY,
preferred,
sideOffset,
schedule,
onPosition,
cursor,
]);
useLayoutEffect(() => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const stop = autoUpdate(anchor, floating, schedule);
const onScroll = () => {
// A stationary pointer no longer describes the same chart point after scrolling.
if (followCursor && cursor.current) onDismiss();
};
window.addEventListener("scroll", onScroll, true);
return () => {
stop();
window.removeEventListener("scroll", onScroll, true);
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
frame.current = null;
};
}, [open, anchor, floatingRef, followCursor, onDismiss, schedule, cursor]);
useLayoutEffect(
() => () => {
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
},
[],
);
}
/** Pointer lifetime belongs to the anchor, including the opening delay. */
export function useTooltipPointer(anchor: TooltipAnchor | null, followCursor: boolean) {
const cursor = useRef<TooltipPoint | null>(null);
const onMove = useRef<(() => void) | null>(null);
const pointerFocus = useRef(false);
useLayoutEffect(() => {
if (!anchor || !followCursor) return;
const point = (event: PointerEvent) => {
if (event.type === "pointermove" && event.pointerType === "touch" && !event.buttons) return;
cursor.current = { x: event.clientX, y: event.clientY };
if (event.type === "pointerdown") pointerFocus.current = true;
onMove.current?.();
};
const keyboard = () => {
cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const focus = () => {
if (!pointerFocus.current) cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const leave = () => {
cursor.current = null;
};
anchor.addEventListener("pointerenter", point as EventListener, { passive: true });
anchor.addEventListener("pointermove", point as EventListener, { passive: true });
anchor.addEventListener("pointerdown", point as EventListener, { passive: true });
anchor.addEventListener("pointerleave", leave);
anchor.addEventListener("pointercancel", leave);
anchor.addEventListener("keydown", keyboard);
anchor.addEventListener("focusin", focus);
return () => {
cursor.current = null;
anchor.removeEventListener("pointerenter", point as EventListener);
anchor.removeEventListener("pointermove", point as EventListener);
anchor.removeEventListener("pointerdown", point as EventListener);
anchor.removeEventListener("pointerleave", leave);
anchor.removeEventListener("pointercancel", leave);
anchor.removeEventListener("keydown", keyboard);
anchor.removeEventListener("focusin", focus);
};
}, [anchor, followCursor]);
return { cursor, onMove };
}
"use client";
import { motion, useReducedMotion } from "motion/react";
import type { ComponentProps, ReactNode, Ref } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
/** Presentation only: the unanimated parent owns measurement and positioning. */
export function TooltipSurface({
children,
side: _side = "top",
className,
ref,
ready = true,
style,
...props
}: Omit<ComponentProps<typeof motion.span>, "children"> & {
children?: ReactNode;
/** Start the entrance only after the positioning layer has been measured. */
ready?: boolean;
side?: "top" | "right" | "bottom" | "left";
ref?: Ref<HTMLSpanElement>;
}) {
const reduce = useReducedMotion();
const closed = { opacity: 0, scale: reduce ? 1 : 0.94 };
return (
<motion.span
ref={ref}
role="tooltip"
initial={closed}
animate={{
...(ready ? { opacity: 1, scale: 1 } : closed),
transition: { duration: 0.18, ease: EASE_OUT },
}}
exit={{ ...closed, transition: { duration: 0.12, ease: EASE_OUT } }}
style={{ transformOrigin: "var(--tooltip-origin, center)", ...style }}
className={cn(
"block whitespace-nowrap rounded-lg border border-border bg-background px-2.5 py-1 text-xs font-medium text-foreground shadow-lg",
className,
)}
{...props}
>
{children}
</motion.span>
);
}
"use client";
import { motion, useMotionValue, useReducedMotion, useSpring } from "motion/react";
import { useRef, type ReactNode } from "react";
import { SPRING_MOUSE } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export interface MagneticProps {
children: ReactNode;
strength?: number;
className?: string;
}
export function Magnetic({ children, strength = 0.35, className }: MagneticProps) {
const ref = useRef<HTMLDivElement>(null);
const reduce = useReducedMotion();
const canHover = useHoverCapable();
// Decorative cursor-follow: skip on touch (phantom hover) and reduced motion.
const enabled = !reduce && canHover;
const x = useMotionValue(0);
const y = useMotionValue(0);
const sx = useSpring(x, SPRING_MOUSE);
const sy = useSpring(y, SPRING_MOUSE);
const onMove = (e: React.MouseEvent<HTMLDivElement>) => {
const el = ref.current;
if (!el || !enabled) return;
const rect = el.getBoundingClientRect();
x.set((e.clientX - rect.left - rect.width / 2) * strength);
y.set((e.clientY - rect.top - rect.height / 2) * strength);
};
const onLeave = () => {
x.set(0);
y.set(0);
};
return (
<motion.div
ref={ref}
onMouseMove={onMove}
onMouseLeave={onLeave}
style={{ x: sx, y: sy }}
className={cn("inline-block", className)}
>
{children}
</motion.div>
);
}
"use client";
import { ChevronLeft, ChevronRight } from "lucide-react";
import { cancelFrame, frame, motion, MotionConfig, useReducedMotion, useSpring, type MotionValue, type Transition } from "motion/react";
import {
createContext,
useCallback,
useContext,
useId,
useLayoutEffect,
useRef,
useMemo,
useState,
type ButtonHTMLAttributes,
type HTMLAttributes,
type KeyboardEvent,
type ReactNode,
} from "react";
import { EASE_OUT, SPRING_SWAP } from "@/lib/ease";
import { cn } from "@/lib/utils";
type Variant = "pill" | "underline" | "segment";
/** Whether trigger icons show on every tab or only on the selected one. */
type IconDisplay = "always" | "selected";
type Ctx = {
value: string;
setValue: (v: string) => void;
layoutId: string;
variant: Variant;
icons: IconDisplay;
/** The pill's box in the list, for tabs whose width changes as they're selected. */
track: Track;
/** Whether the tracked pill has been measured; until then CSS places it. */
placed: boolean;
setPlaced: (placed: boolean) => void;
/**
* The one tab Tab reaches: the selected tab, or the first enabled one when
* nothing enabled is selected. `null` until the triggers have registered,
* when every enabled tab stays reachable.
*/
tabStop: string | null;
registerTab: (value: string, disabled: boolean) => void;
unregisterTab: (value: string) => void;
/** Values with a mounted panel, so triggers only point at panels that exist. */
panels: ReadonlySet<string>;
registerPanel: (value: string) => void;
unregisterPanel: (value: string) => void;
tabId: (value: string) => string;
panelId: (value: string) => string;
};
type Track = Record<"x" | "y" | "width" | "height", MotionValue<number>>;
const TabsCtx = createContext<Ctx | null>(null);
function useTabs() {
const ctx = useContext(TabsCtx);
if (!ctx) throw new Error("Tabs.* must be used inside <Tabs>");
return ctx;
}
// Settle without overshoot: a scrollable tab list would turn even a small
// overshoot into a transient scrollbar and layout shift.
// Scale stiffness and damping together for a quicker glide with the same feel.
const transition: Transition = {
type: "spring",
stiffness: 245,
damping: 36,
mass: 1.2,
};
export function Tabs({
defaultValue,
value,
onValueChange,
variant = "pill",
icons = "always",
children,
className,
}: {
defaultValue?: string;
value?: string;
onValueChange?: (v: string) => void;
variant?: Variant;
/**
* With "selected", a trigger's icon springs open only on the selected tab
* and folds away when another is chosen. Defaults to "always".
*/
icons?: IconDisplay;
children: ReactNode;
className?: string;
}) {
const [internal, setInternal] = useState(defaultValue ?? "");
const layoutId = useId();
const reduce = useReducedMotion();
const controlled = value !== undefined;
const current = controlled ? value : internal;
const setValue = useCallback(
(v: string) => {
if (!controlled) setInternal(v);
onValueChange?.(v);
},
[controlled, onValueChange],
);
const x = useSpring(0, transition);
const y = useSpring(0, transition);
const width = useSpring(0, transition);
const height = useSpring(0, transition);
const track = useMemo(() => ({ x, y, width, height }), [x, y, width, height]);
const [placed, setPlaced] = useState(false);
const [tabs, setTabs] = useState<Map<string, boolean>>(new Map());
const registerTab = useCallback((tab: string, disabled: boolean) => {
setTabs((map) => (map.get(tab) === disabled ? map : new Map(map).set(tab, disabled)));
}, []);
const unregisterTab = useCallback((tab: string) => {
setTabs((map) => {
if (!map.has(tab)) return map;
const next = new Map(map);
next.delete(tab);
return next;
});
}, []);
const [panels, setPanels] = useState<ReadonlySet<string>>(new Set());
const registerPanel = useCallback((panel: string) => {
setPanels((set) => (set.has(panel) ? set : new Set(set).add(panel)));
}, []);
const unregisterPanel = useCallback((panel: string) => {
setPanels((set) => {
if (!set.has(panel)) return set;
const next = new Set(set);
next.delete(panel);
return next;
});
}, []);
// Resolved during render so the list has exactly one tab stop in the same
// commit that changes the selection or the tabs.
let tabStop: string | null = null;
if (tabs.size > 0) {
const enabled = Array.from(tabs).filter(([, disabled]) => !disabled);
tabStop = enabled.some(([tab]) => tab === current) ? current : (enabled[0]?.[0] ?? "");
}
const baseId = useId();
const tabId = useCallback((tab: string) => `${baseId}-tab-${tab.replace(/[^\w-]/g, "_")}`, [baseId]);
const panelId = useCallback((tab: string) => `${baseId}-panel-${tab.replace(/[^\w-]/g, "_")}`, [baseId]);
const contextValue = useMemo(
() => ({
value: current,
setValue,
layoutId,
variant,
icons,
track,
placed,
setPlaced,
tabStop,
registerTab,
unregisterTab,
panels,
registerPanel,
unregisterPanel,
tabId,
panelId,
}),
[current, icons, layoutId, setValue, variant, track, placed, tabStop, registerTab, unregisterTab, panels, registerPanel, unregisterPanel, tabId, panelId],
);
return (
<MotionConfig transition={reduce ? { duration: 0 } : transition}>
<TabsCtx.Provider value={contextValue}>
{/* layoutRoot: the indicator's layoutId measures in page coordinates, so
inside fixed/scrolled containers it would replay scroll offsets as
movement. The pill only ever travels within the list, so scoping
projection to the Tabs wrapper is always correct. */}
<motion.div layoutRoot className={className}>
{children}
</motion.div>
</TabsCtx.Provider>
</MotionConfig>
);
}
const listClasses: Record<Variant, string> = {
pill: "inline-flex items-center gap-1 rounded-full bg-card p-1",
underline: "inline-flex items-center gap-1 border-b border-border",
segment: "inline-flex items-center gap-0 rounded-lg bg-card p-0.5",
};
export function TabsList({
children,
className,
wrapperClassName,
onKeyDown,
...props
}: {
wrapperClassName?: string;
} & HTMLAttributes<HTMLDivElement>) {
const { variant, value, icons, track, placed, setPlaced } = useTabs();
const reduce = useReducedMotion();
const tracked = icons === "selected" && variant !== "underline";
const rootRef = useRef<HTMLDivElement>(null);
const viewportRef = useRef<HTMLDivElement>(null);
const listRef = useRef<HTMLDivElement>(null);
const viewportId = useId();
const [edges, setEdges] = useState({ overflow: false, left: false, right: false });
const measure = useCallback(() => {
const root = rootRef.current;
const viewport = viewportRef.current;
if (!root || !viewport) return;
// Overlay controls do not reduce the viewport or change its scroll range.
const overflow = viewport.scrollWidth > root.clientWidth + 1;
const max = Math.max(0, viewport.scrollWidth - viewport.clientWidth);
const rtl = getComputedStyle(viewport).direction === "rtl";
// Modern browsers expose negative scrollLeft in RTL. Clamp rubber-banding.
const fromLeft = Math.max(0, Math.min(max, rtl ? max + viewport.scrollLeft : viewport.scrollLeft));
const next = { overflow, left: fromLeft > 1, right: fromLeft < max - 1 };
setEdges((previous) => previous.overflow === next.overflow && previous.left === next.left && previous.right === next.right ? previous : next);
}, []);
const reveal = useCallback((tab: HTMLElement | null) => {
const viewport = viewportRef.current;
if (!viewport || !tab) return;
const frame = viewport.getBoundingClientRect();
const item = tab.getBoundingClientRect();
const max = Math.max(0, viewport.scrollWidth - viewport.clientWidth);
const rtl = getComputedStyle(viewport).direction === "rtl";
const fromLeft = Math.max(0, Math.min(max, rtl ? max + viewport.scrollLeft : viewport.scrollLeft));
// Keep the selected/focused label clear of the arrows over the faded edges.
const left = frame.left + (fromLeft > 1 ? 36 : 0);
const right = frame.right - (fromLeft < max - 1 ? 36 : 0);
const delta = item.left < left ? item.left - left : item.right > right ? item.right - right : 0;
// Scroll only this viewport; scrollIntoView can also move the whole page.
if (delta) viewport.scrollBy({ left: delta, behavior: reduce ? "instant" : "smooth" });
}, [reduce]);
useLayoutEffect(() => {
const root = rootRef.current;
const viewport = viewportRef.current;
const list = listRef.current;
if (!root || !viewport || !list) return;
const update = () => {
measure();
reveal(list.querySelector<HTMLElement>('[role="tab"][aria-selected="true"]'));
};
const observer = new ResizeObserver(update);
observer.observe(root);
observer.observe(viewport);
observer.observe(list);
viewport.addEventListener("scroll", measure, { passive: true });
update();
return () => {
observer.disconnect();
viewport.removeEventListener("scroll", measure);
};
}, [measure, reveal]);
useLayoutEffect(() => {
// Children may change without a resize; controlled selection must also reveal.
void children;
void value;
void edges.overflow;
measure();
reveal(listRef.current?.querySelector<HTMLElement>('[role="tab"][aria-selected="true"]') ?? null);
}, [children, value, edges.overflow, measure, reveal]);
useLayoutEffect(() => {
// With icons="selected" the chosen tab grows as its icon opens and the
// last one shrinks. A layout animation measures the tabs mid-change, so
// the pill would squeeze and catch up. Instead the pill springs straight
// to where the selected tab will settle, with every icon open or closed.
if (!tracked) return;
const list = listRef.current;
if (!list) return;
void children;
const place = () => {
const tabs = Array.from(list.querySelectorAll<HTMLElement>('[role="tab"]'));
const target = tabs.find((tab) => tab.dataset.tabsValue === value)?.parentElement;
if (!target) return;
// Measure the settled layout: open the selected icon and fold the rest
// for one synchronous read, then hand the styles back to Motion before
// anything paints. Exact in any layout, from flex rows to grids.
const icons = Array.from(list.querySelectorAll<HTMLElement>('[role="tab"] > [data-tabs-icon]'));
const saved = icons.map((icon) => [icon.style.width, icon.style.marginRight]);
for (const icon of icons) {
const open = icon.parentElement?.parentElement === target;
icon.style.width = open ? "auto" : "0px";
icon.style.marginRight = open ? `${ICON_GAP}px` : "0px";
}
const box = {
x: target.offsetLeft,
y: target.offsetTop,
// Fractional: a rounded width leaves the pill a hair off its tab.
width: target.getBoundingClientRect().width,
height: target.offsetHeight,
};
icons.forEach((icon, index) => {
[icon.style.width, icon.style.marginRight] = saved[index];
});
// A first measurement, or one after the list was hidden, lands in place.
const instant = reduce || track.width.get() === 0;
for (const key of ["x", "y", "width", "height"] as const) {
if (instant) track[key].jump(box[key]);
else track[key].set(box[key]);
}
// Hand over from the CSS pill once there's a real box, before paint.
if (box.width > 0) setPlaced(true);
};
place();
const observer = new ResizeObserver(place);
for (const tab of list.querySelectorAll('[role="tab"]')) if (tab.parentElement) observer.observe(tab.parentElement);
return () => observer.disconnect();
}, [tracked, value, children, reduce, track, setPlaced]);
useLayoutEffect(() => {
if (variant === "underline") return;
const list = listRef.current;
if (!list) return;
void children;
// `placed` swaps the indicator element, so measure the new one.
void placed;
const labels = Array.from(list.querySelectorAll<HTMLElement>("[data-tabs-label]"));
const indicator = list.querySelector<HTMLElement>("[data-tabs-indicator]");
const target = list.querySelector<HTMLElement>('[role="tab"][aria-selected="true"]');
if (!indicator || !target || target.dataset.tabsValue !== value) {
for (const label of labels) label.style.clipPath = "inset(0 100% 0 0)";
return;
}
let frames = 0;
let stillFrames = 0;
let previous: { left: number; right: number } | undefined;
const syncClips = () => {
const pill = (reduce ? target : indicator).getBoundingClientRect();
// Read ALL geometry before writing ANY masks. A loop per tab interleaved
// reads and writes, forcing the browser to flush styles repeatedly.
const clips = labels.map((label) => {
const bounds = label.getBoundingClientRect();
const left = Math.max(0, Math.min(bounds.width, pill.left - bounds.left));
const right = Math.max(0, Math.min(bounds.width, bounds.right - pill.right));
return left + right >= bounds.width ? "inset(0 100% 0 0)" : `inset(0 ${right}px 0 ${left}px)`;
});
labels.forEach((label, index) => {
if (label.style.clipPath !== clips[index]) label.style.clipPath = clips[index];
});
frames += 1;
stillFrames = previous && Math.abs(pill.left - previous.left) < 0.01 && Math.abs(pill.right - previous.right) < 0.01 ? stillFrames + 1 : 0;
previous = { left: pill.left, right: pill.right };
if (reduce || (frames > 2 && stillFrames >= 2)) cancelFrame(syncClips);
};
// One shared pass after Motion paints the projected pill keeps every label
// in sync, including labels crossed during a long or interrupted glide.
frame.postRender(syncClips, true);
// A list measured while hidden (display: none, a closed panel, a
// breakpoint) gets every mask closed. Sync again once it has a size, or
// the selected label stays invisible until the value changes.
const resync = () => {
frames = 0;
stillFrames = 0;
previous = undefined;
cancelFrame(syncClips);
frame.postRender(syncClips, true);
};
const observer = new ResizeObserver(resync);
observer.observe(list);
return () => {
observer.disconnect();
cancelFrame(syncClips);
};
}, [value, children, variant, reduce, placed]);
// Arrow keys move along the list and select as focus arrives, wrapping at
// the ends; Home and End jump to the first and last enabled tab.
const onListKeyDown = (event: KeyboardEvent<HTMLDivElement>) => {
onKeyDown?.(event);
if (event.defaultPrevented) return;
const list = listRef.current;
if (!list || !(event.target instanceof HTMLElement)) return;
const tabs = Array.from(list.querySelectorAll<HTMLButtonElement>('[role="tab"]')).filter(
(tab) => !tab.disabled && tab.closest('[role="tablist"]') === list,
);
const at = tabs.indexOf(event.target as HTMLButtonElement);
if (at < 0) return;
const rtl = getComputedStyle(list).direction === "rtl";
const forward = rtl ? "ArrowLeft" : "ArrowRight";
const back = rtl ? "ArrowRight" : "ArrowLeft";
const next =
event.key === forward
? tabs[(at + 1) % tabs.length]
: event.key === back
? tabs[(at - 1 + tabs.length) % tabs.length]
: event.key === "Home"
? tabs[0]
: event.key === "End"
? tabs[tabs.length - 1]
: null;
if (!next) return;
event.preventDefault();
next.focus();
next.click();
};
const scroll = (direction: number) => {
const viewport = viewportRef.current;
if (viewport) viewport.scrollBy({ left: direction * viewport.clientWidth * 0.8, behavior: reduce ? "instant" : "smooth" });
};
const controlClass = "absolute inset-y-0 z-20 inline-flex w-9 items-center justify-center text-foreground transition-opacity hover:opacity-70 focus-visible:outline-2 focus-visible:-outline-offset-4 focus-visible:outline-ring disabled:pointer-events-none disabled:opacity-0";
const surfaceClass = variant === "pill" ? "rounded-full bg-card" : variant === "segment" ? "rounded-lg bg-card" : "";
return (
<div ref={rootRef} className={cn("relative isolate flex w-full max-w-full min-w-0 items-center", edges.overflow && surfaceClass, wrapperClassName)}>
{edges.overflow && (
<button type="button" aria-label="Scroll tabs left" aria-controls={viewportId} disabled={!edges.left} onClick={() => scroll(-1)} className={cn(controlClass, "left-0 rounded-l-full")}>
<ChevronLeft size={20} aria-hidden="true" />
</button>
)}
<motion.div
ref={viewportRef}
id={viewportId}
layoutScroll
className={cn("w-full min-w-0 overflow-x-auto [scrollbar-width:none] [&::-webkit-scrollbar]:hidden", edges.overflow && "[border-radius:inherit]")}
style={edges.overflow ? {
maskImage: `linear-gradient(to right, ${edges.left ? "transparent, black 40px" : "black, black 0px"}, ${edges.right ? "black calc(100% - 40px), transparent" : "black 100%"})`,
} : undefined}
onFocusCapture={(event) => {
if (event.target instanceof HTMLElement && event.target.getAttribute("role") === "tab") reveal(event.target);
}}
>
<div {...props} ref={listRef} role="tablist" onKeyDown={onListKeyDown} className={cn(listClasses[variant], "w-max", tracked && "relative", className)}>
{children}
</div>
</motion.div>
{edges.overflow && edges.left && (
<span aria-hidden="true" className="pointer-events-none absolute inset-y-0 left-0 z-10 w-10 rounded-l-[inherit] backdrop-blur-[2px] [mask-image:linear-gradient(to_right,black,transparent)]" />
)}
{edges.overflow && edges.right && (
<span aria-hidden="true" className="pointer-events-none absolute inset-y-0 right-0 z-10 w-10 rounded-r-[inherit] backdrop-blur-[2px] [mask-image:linear-gradient(to_left,black,transparent)]" />
)}
{edges.overflow && (
<button type="button" aria-label="Scroll tabs right" aria-controls={viewportId} disabled={!edges.right} onClick={() => scroll(1)} className={cn(controlClass, "right-0 rounded-r-full")}>
<ChevronRight size={20} aria-hidden="true" />
</button>
)}
</div>
);
}
/** Space between a selected-only icon and its label, in pixels. */
const ICON_GAP = 6;
/**
* A trigger's icon before its label. Shown on every tab, or with
* `icons="selected"` springing open on the selected tab only.
*/
function TriggerIcon({ icon, active }: { icon: ReactNode; active: boolean }) {
const { icons } = useTabs();
const reduce = useReducedMotion();
if (icons === "always") {
return (
<span aria-hidden="true" className="mr-1.5 inline-flex shrink-0 items-center">
{icon}
</span>
);
}
return (
<motion.span
aria-hidden="true"
data-tabs-icon=""
initial={false}
animate={{
width: active ? "auto" : 0,
marginRight: active ? ICON_GAP : 0,
opacity: active ? 1 : 0,
scale: active ? 1 : 0.6,
}}
transition={reduce ? { duration: 0 } : SPRING_SWAP}
className="inline-flex shrink-0 items-center justify-center overflow-hidden"
>
{icon}
</motion.span>
);
}
export function TabsTrigger({
value,
icon,
children,
className,
indicatorClassName,
onClick,
...props
}: {
value: string;
/** An icon before the label, such as a Lucide icon element. */
icon?: ReactNode;
indicatorClassName?: string;
} & Omit<ButtonHTMLAttributes<HTMLButtonElement>, "value">) {
const {
value: current,
setValue,
layoutId,
variant,
icons,
track,
placed,
tabStop,
registerTab,
unregisterTab,
panels,
tabId,
panelId,
} = useTabs();
const active = current === value;
const disabled = Boolean(props.disabled);
useLayoutEffect(() => {
registerTab(value, disabled);
}, [registerTab, value, disabled]);
useLayoutEffect(() => () => unregisterTab(value), [unregisterTab, value]);
const a11y = {
id: tabId(value),
"aria-controls": panels.has(value) ? panelId(value) : undefined,
tabIndex: !disabled && (tabStop === null || tabStop === value) ? 0 : -1,
};
const content = icon ? (
<>
<TriggerIcon icon={icon} active={active} />
{children}
</>
) : (
children
);
// React owns the initial mask only; TabsList synchronizes subsequent masks.
const [initialClip] = useState(() => active ? "inset(0)" : "inset(0 100% 0 0)");
if (variant === "underline") {
return (
<button
// Consumer ids and wiring win, e.g. several tabs sharing one panel.
{...a11y}
{...props}
type="button"
role="tab"
aria-selected={active}
onClick={(event) => {
onClick?.(event);
if (!event.defaultPrevented) setValue(value);
}}
className={cn(
"relative isolate px-3 pb-2.5 pt-1 -mb-px text-sm font-medium transition-colors min-h-[44px] inline-flex items-center whitespace-nowrap shrink-0",
active ? "text-foreground" : "text-muted-foreground hover:text-foreground",
className,
)}
>
{content}
{active ? (
<motion.span
layoutId={layoutId}
layout
className={cn(
"absolute bottom-0 left-0 right-0 h-px bg-primary",
indicatorClassName,
)}
/>
) : null}
</button>
);
}
const radius = variant === "pill" ? "rounded-full" : "rounded-md";
// Tracked pills are placed in the list, so this wrapper must not be their
// containing block. Server HTML can't measure, so until the first
// measurement the pill fills the selected tab with CSS, like the others.
const tracked = icons === "selected" && placed;
return (
<div className={cn("shrink-0", !tracked && "relative")}>
{/* Distinct keys: reused across the swap, the CSS pill's leftover
`transform: none` would hide the tracked pill's offset until the
next value change. */}
{active && tracked ? (
<motion.span
key="tracked"
data-tabs-indicator=""
style={{ ...track, borderRadius: variant === "pill" ? 9999 : 8 }}
className={cn("absolute top-0 left-0 bg-primary", radius, indicatorClassName)}
/>
) : active ? (
<motion.span
key="layout"
data-tabs-indicator=""
layoutId={layoutId}
layout
style={{ borderRadius: variant === "pill" ? 9999 : 8 }}
className={cn(
"absolute inset-0 bg-primary",
radius,
indicatorClassName,
)}
/>
) : null}
<button
// Consumer ids and wiring win, e.g. several tabs sharing one panel.
{...a11y}
{...props}
type="button"
role="tab"
aria-selected={active}
data-tabs-value={value}
onClick={(event) => {
onClick?.(event);
if (!event.defaultPrevented) setValue(value);
}}
className={cn(
"relative z-10 inline-flex items-center justify-center whitespace-nowrap bg-transparent px-3.5 py-1.5 text-sm font-medium outline-none",
"text-muted-foreground hover:text-foreground",
radius,
className,
)}
>
{content}
<span
data-tabs-label=""
aria-hidden="true"
inert
className="pointer-events-none absolute inset-0 inline-flex items-center justify-center text-primary-foreground [gap:inherit] [padding:inherit]"
style={{ clipPath: initialClip }}
>
{content}
</span>
</button>
</div>
);
}
export function TabsContent({ value, children, className }: { value: string; children: ReactNode; className?: string }) {
const { value: current, registerPanel, unregisterPanel, tabId, panelId } = useTabs();
const reduce = useReducedMotion();
const active = current === value;
useLayoutEffect(() => {
registerPanel(value);
return () => unregisterPanel(value);
}, [registerPanel, unregisterPanel, value]);
const a11y = {
id: panelId(value),
role: "tabpanel",
"aria-labelledby": tabId(value),
} as const;
// Inactive panels stay mounted but hidden, so their content (e.g. source
// code) is present in the server-rendered HTML for crawlers and assistive
// tech, instead of being dropped from the DOM.
if (!active) {
return (
<div {...a11y} hidden className={className}>
{children}
</div>
);
}
return (
<motion.div
{...a11y}
// Reachable with Tab so a panel without controls can still be read.
tabIndex={0}
key={value}
initial={{ opacity: 0, y: reduce ? 0 : 4 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.18, ease: EASE_OUT }}
className={cn("mt-4 outline-none focus-visible:ring-2 focus-visible:ring-ring/40 rounded-md", className)}
>
{children}
</motion.div>
);
}
API Reference
rows?numberRows of pegs when `slots` isn't passed. Default 12.
12slots?PlinkoValue[]Slot values, left to right. Their count sets the board: n slots get n - 1 rows of pegs, so `rows` is ignored when this is passed. Without it the slots come from `plinkoSlots(rows)`. Fewer than 2 slots render nothing.
—onLand?((slot: number, value: PlinkoValue) => void)Called with the slot index and its value when a ball lands.
—maxBalls?numberBalls allowed in flight at once. Default 12.
12dropLabel?stringLabel of the drop button. Default "Drop ball".
Drop ballpegFlash?booleanFlash each peg as the ball hits it (controlled). Its button is hidden with reduced motion, where no pegs are hit.
—defaultPegFlash?booleanInitial peg flash state when uncontrolled. Default true.
trueonPegFlashChange?((pegFlash: boolean) => void)Called when the peg flash button is toggled.
—pegFlashLabel?stringTooltip and accessible name of the peg flash button. Default "Peg flash".
Peg flashsound?booleanClick on every peg hit and landing (controlled).
—defaultSound?booleanInitial sound state when uncontrolled. Default false.
falseonSoundChange?((sound: boolean) => void)Called when the sound button is toggled.
—soundLabel?stringTooltip and accessible name of the sound button. Default "Sound".
Soundaria-label?stringAccessible name for the board. Default "Plinko board".
Plinko boardclassName?string—Related components
Mines
A mines board: pick tiles to find gems, each one raising the multiplier, and cash out before you hit a mine. Each gem you find is numbered in pick order, an odds ring shows the chance the next pick is safe, and the round's end reveals every tile in a ripple from your last pick before a ticket-stub result card rises with the outcome, stats and a miniature of your run. Distinct synthesized sounds for gems, streaks, mines and cash outs; keyboard playable, reduced-motion safe.
Card Dealer
A card table with a face-down deck, a fanned hand and a discard pile. Cards arc across the table between them and flip in flight, hop over each other when the hand is sorted, and lift on hover. Data-driven by each card's zone, with custom faces and backs, keyboard-playable hand cards and reduced-motion support.
Swipeable List
Mobile-style list rows that swipe left or right to reveal contextual action buttons.
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