"use client";
import {
useEffect,
useEffectEvent,
useId,
useImperativeHandle,
useLayoutEffect,
useMemo,
useRef,
useState,
type CSSProperties,
type KeyboardEvent,
type PointerEvent,
type ReactNode,
type Ref,
} from "react";
import { createSpring, focusQuietly, springs, type Spring } from "@/design-system";
import { hostTransport, play, type PlayOptions, type SoundName } from "@/lib/sound";
/*
* A command menu (⌘K) as one of the player's own screens: a search field
* like the player's Find panel, results in groups, the player's accent bar
* for the highlight, and a footer of tiny keys beside an LCD.
*
* Matching is fuzzy: each word of the query has to appear in order in a
* label, and the best way it fits is scored (a dynamic program, so `sap`
* finds Split·at·playhead by its word starts rather than the first letters
* it meets). Starts of labels and words, and runs of letters, score; gaps
* cost. Ties keep the order items were given in. The whole list, thousands
* of rows, is ranked in well under a millisecond.
*
* Only the rows in view are rendered (a fixed row height, plus a few rows
* either side), and the highlight bar is positioned from its row's index,
* so it glides on its spring however far down the list it goes. The bar is
* a second copy of those rows in accent and white, clipped to the
* selection, so the text inside it changes colour exactly where it is.
*
* Focus stays in the field (a combobox pointing at the highlighted option).
* ↑ ↓, Page Up and Down, Home and End move; Enter runs; Escape clears the
* query, then lets go of the keyboard. The pointer highlights what it moves
* over and runs what it clicks.
*/
export type CommandItem = {
id: string;
label: string;
/** The heading it's listed under. Groups appear in the order their best match ranks. */
group: string;
/** A small glyph before the label. */
icon?: ReactNode;
/** Keys that run it directly, drawn as keycaps: ["⌘", "E"]. */
shortcut?: string[];
/** A quiet detail at the right edge: a take's length and date. */
meta?: string;
};
/** What the LCD shows instead of the count: "Exported" "take_04.wav". */
export type CommandStatus = { text: string; detail?: string };
export type CommandMenuKey = "up" | "down" | "pageUp" | "pageDown" | "home" | "end" | "enter" | "escape";
export type CommandMenuHandle = {
/** Presses a key as the keyboard would (its key in the footer goes down too). */
press: (key: CommandMenuKey) => void;
};
type CommandMenuProps<T extends CommandItem> = {
items: T[];
query: string;
onQueryChange: (query: string) => void;
onRun: (item: T) => void;
/** Shown on the LCD in place of the result count, e.g. what just ran. */
status?: CommandStatus | null;
/** The menu's accessible name. */
label?: string;
placeholder?: string;
/** Someone else is typing (a demo, a shared session): show their caret while the field isn't focused. */
ghost?: boolean;
/** With ⌘ or Ctrl, focuses the field from anywhere on the page. `null` for none. */
hotkey?: string | null;
/** Rows the screen shows (headings count as rows). */
rows?: number;
ref?: Ref<CommandMenuHandle>;
className?: string;
};
const ROW = 2.5; // em: options and group headings share one height, so any row's place is its index times this
const OVERSCAN = 3; // rows rendered past each edge of the view
const CHUNK = 4; // the rendered window moves this many rows at a time, so scrolling rarely re-renders
const SETTLE = 450; // ms the query rests before the result count is announced
const cx = (...parts: (string | false | undefined)[]) => parts.filter(Boolean).join(" ");
const clamp = (v: number, min: number, max: number) => Math.min(max, Math.max(min, v));
const reducedMotion = () => matchMedia("(prefers-reduced-motion: reduce)").matches;
/** A detent's pitch, varied a little so repeated ticks never sound identical. */
const detent = () => 0.97 + Math.random() * 0.06;
/** 2400 → "2,400", the same on the server and in every locale. */
const thousands = (n: number) => String(n).replace(/\B(?=(\d{3})+(?!\d))/g, ",");
/** Drawn, what the site quietens with a muted colour is a lower opacity of the ink instead. */
const dim = "drawn:opacity-60!";
/** Lettering on the body: tiny tracked capitals, cut in. */
const engraved = "font-semibold uppercase leading-none tracking-[0.16em] [text-shadow:var(--device-engrave)]";
/* --- Fuzzy matching -------------------------------------------------------- */
const BONUS = { start: 12, word: 9, run: 7 };
const GAP = 1; // per letter skipped between two matched letters
/** A label as lower-case char codes, and what matching each letter is worth. Typed arrays: the inner loops never touch a string. */
type Prepared = { codes: Uint16Array; bonus: Uint8Array };
/** A query word as char codes. */
const codesOf = (text: string) => Uint16Array.from(text, (c) => c.charCodeAt(0));
const isSeparator = (c: string) => c === " " || c === "_" || c === "-" || c === "." || c === "/" || c === ":";
const isDigit = (c: string) => c >= "0" && c <= "9";
const isLetter = (c: string) => c.toLowerCase() !== c.toUpperCase();
/** A label, lower-cased, with what matching each of its letters is worth: most at the start, then at word starts. */
function prepare(label: string): Prepared {
const bonus = new Uint8Array(label.length);
for (let j = 0; j < label.length; j++) {
const c = label[j];
const p = label[j - 1];
if (j === 0) bonus[j] = BONUS.start;
else if (isSeparator(c)) continue;
// After a separator, at a camelCase hump, or where letters turn to digits (take_1203, mp3).
else if (isSeparator(p) || (p === p.toLowerCase() && c !== c.toLowerCase()) || (isDigit(p) !== isDigit(c) && isLetter(p) !== isLetter(c))) bonus[j] = BONUS.word;
}
return { codes: codesOf(label.toLowerCase()), bonus };
}
// Scratch for the alignment, one stretch per letter of the word: where in the label that letter
// occurs, the best score with it there, and which entry of the letter before led to it.
let where = new Int32Array(1024);
let worth = new Float64Array(1024);
let via = new Int32Array(1024);
/**
* The best way one word of the query fits a label, in order, or -Infinity.
* With `out`, pushes the matched positions onto it.
*
* A dynamic program over the places each letter occurs, rather than every
* cell of word × label: as a gap costs the same per letter, the best letter
* before a gap is a running maximum of (score + GAP × position), so each
* place needs one look back, plus one for a run.
*/
function align(word: Uint16Array, { codes, bonus }: Prepared, out?: number[]) {
const m = word.length;
const n = codes.length;
// Most labels don't contain the word at all: a single pass rules them out.
let k = 0;
for (let j = 0; j < n && k < m; j++) if (codes[j] === word[k]) k++;
if (k < m) return -Infinity;
if (where.length < m * n) {
where = new Int32Array(m * n * 2);
worth = new Float64Array(m * n * 2);
via = new Int32Array(m * n * 2);
}
let prev = 0; // the letter before's entries: [prev, end)
let end = 0;
for (let i = 0; i < m; i++) {
const c = word[i];
const row = i * n;
let count = row;
let p = prev; // the next entry of the letter before not yet folded into `gap`
let gap = -Infinity; // best (score + GAP × position) at least two letters back
let gapVia = -1;
// Letter i can only sit where there's room for the letters before and after it.
for (let j = i; j <= n - m + i; j++) {
if (codes[j] !== c) continue;
let best = -Infinity;
let from = -1;
if (i === 0) best = 0;
else {
for (; p < end && where[p] <= j - 2; p++) {
const reach = worth[p] + GAP * where[p];
if (reach > gap) {
gap = reach;
gapVia = p;
}
}
// Across a gap, a point less for every letter skipped; or straight on from the letter before, a run.
if (gap > -Infinity) {
best = gap - GAP * (j - 1);
from = gapVia;
}
if (p < end && where[p] === j - 1 && worth[p] + BONUS.run >= best) {
best = worth[p] + BONUS.run;
from = p;
}
if (from < 0) continue;
}
where[count] = j;
worth[count] = best + bonus[j];
via[count] = from;
count++;
}
if (count === row) return -Infinity;
prev = row;
end = count;
}
// The best place for the last letter (the first on a tie), then back through the letters before it.
let last = prev;
for (let e = prev + 1; e < end; e++) if (worth[e] > worth[last]) last = e;
if (out) {
const first = out.length;
out.length += m;
for (let i = m - 1, e = last; i >= 0; e = via[e], i--) out[first + i] = where[e];
}
return worth[last];
}
/** Every label prepared once, and each item's group as a number. */
type Index = { prepared: Prepared[]; group: Int32Array; names: string[] };
function indexItems(items: CommandItem[]): Index {
const names: string[] = [];
const group = new Int32Array(items.length);
items.forEach((item, i) => {
let g = names.indexOf(item.group);
if (g < 0) g = names.push(item.group) - 1;
group[i] = g;
});
return { prepared: items.map((item) => prepare(item.label)), group, names };
}
/**
* A ranking: item indices best first, gathered into groups (in the order of
* each group's best match). Rows are those groups' headings and options in
* turn, so a row's place follows from the group sizes alone.
*/
type Results = { words: Uint16Array[]; order: Int32Array; groups: { name: string; first: number; size: number }[] };
// Scores are whole numbers, so a score and an item's index pack into one float that sorts best first, ties in order.
const SLOT = 2 ** 21; // room for two million items
const OFFSET = 2 ** 20;
/** Ranks items against a query: words match independently, scores add up, ties keep their order. Allocates almost nothing per item. */
function search({ prepared, group, names }: Index, query: string): Results {
const words = query.toLowerCase().split(/\s+/).filter(Boolean).map(codesOf);
const n = prepared.length;
let ranked = new Int32Array(n);
let count = 0;
if (!words.length) for (; count < n; count++) ranked[count] = count;
else {
const keys = new Float64Array(n);
for (let i = 0; i < n; i++) {
let score = 0;
for (let w = 0; w < words.length && score > -Infinity; w++) score += align(words[w], prepared[i]);
if (score > -Infinity) keys[count++] = (OFFSET - score) * SLOT + i;
}
// One native numeric sort: no comparator to call thousands of times.
const sorted = keys.subarray(0, count).sort();
for (let k = 0; k < count; k++) ranked[k] = sorted[k] % SLOT;
}
ranked = ranked.subarray(0, count);
// Gather into groups, keeping rank within each: a counting pass, then a placing pass.
const seen = new Int32Array(names.length).fill(-1);
const groups: Results["groups"] = [];
for (const i of ranked) {
const g = group[i];
if (seen[g] < 0) {
seen[g] = groups.length;
groups.push({ name: names[g], first: 0, size: 0 });
}
groups[seen[g]].size++;
}
for (let g = 1; g < groups.length; g++) groups[g].first = groups[g - 1].first + groups[g - 1].size;
const order = new Int32Array(count);
const next = groups.map((g) => g.first);
for (const i of ranked) order[next[seen[group[i]]]++] = i;
return { words, order, groups };
}
/** Where a query's words fell in a label, in reading order: worked out only for the rows on screen. */
function locate(words: Uint16Array[], p: Prepared) {
const out: number[] = [];
for (const word of words) align(word, p, out);
if (words.length < 2) return out;
// Several words can land on the same letter: keep each once (an insertion sort, as there are only a few).
let w = 0;
for (let r = 0; r < out.length; r++) {
const v = out[r];
let a = w;
while (a > 0 && out[a - 1] > v) a--;
if (a > 0 && out[a - 1] === v) continue;
for (let b = w; b > a; b--) out[b] = out[b - 1];
out[a] = v;
w++;
}
out.length = w;
return out;
}
/** The row of option `i`: options plus the headings above them. */
function rowOf({ groups }: Results, i: number) {
let g = 0;
while (g < groups.length - 1 && i >= groups[g + 1].first) g++;
return i + g + 1;
}
/** What's on row `r`: a group's heading, or an option. */
function atRow({ groups }: Results, r: number): { group: number; option: number } {
for (let g = 0; g < groups.length; g++) {
const heading = groups[g].first + g;
if (r === heading) return { group: g, option: -1 };
if (r <= heading + groups[g].size) return { group: g, option: r - g - 1 };
}
return { group: -1, option: -1 };
}
/** A label with the letters the query matched in ink, the rest quieter. */
function Highlighted({ text, matches, hit, rest }: { text: string; matches: number[]; hit: string; rest: string }) {
if (!matches.length) return text;
const parts: ReactNode[] = [];
let k = 0;
for (let i = 0; i < text.length; ) {
const on = matches[k] === i;
let j = i;
while (j < text.length && (matches[k] === j) === on) {
if (on) k++;
j++;
}
parts.push(
<span key={i} className={on ? hit : rest}>
{text.slice(i, j)}
</span>,
);
i = j;
}
return parts;
}
/* --- Parts ------------------------------------------------------------------ */
function SearchGlyph() {
return (
<svg aria-hidden viewBox="0 0 16 16" className="size-[1.15em] shrink-0 fill-none stroke-current [stroke-linecap:round] [stroke-width:1.5]">
<circle cx="7" cy="7" r="4.25" />
<path d="m10.2 10.2 3.3 3.3" />
</svg>
);
}
/** Keycaps for a shortcut: tiny keys off the player's deck, their 2px base scaled down to a hairline. */
function Keycaps({ keys }: { keys: string[] }) {
return (
<span className="flex shrink-0 gap-[0.22em]">
{keys.map((k, i) => (
<kbd
key={i}
className="grid h-[1.6em] min-w-[1.6em] place-items-center rounded-[0.38em] px-[0.38em] font-sans text-[0.72em] font-medium leading-none text-(--device-key-ink) [background:var(--device-key-face)] shadow-[inset_0_1px_0_rgb(255_255_255/0.9),0_0_0_0.5px_rgb(0_0_0/0.16),0_1px_0_0.5px_rgb(0_0_0/0.1)] [text-shadow:var(--device-engrave)] dark:shadow-[inset_0_1px_0_rgb(255_255_255/0.1),0_0_0_0.5px_rgb(0_0_0/0.8),0_1px_0_0.5px_rgb(0_0_0/0.7)] drawn:outline drawn:outline-1 drawn:outline-(--device-draw-line)"
>
{k}
</kbd>
))}
</span>
);
}
/** One row's contents. Drawn twice: in ink, and in white on the bar. */
function RowContent({ item, matches, bar }: { item: CommandItem; matches: number[]; bar?: boolean }) {
return (
<>
<span className={cx("grid size-[1.15em] shrink-0 place-items-center [&>svg]:size-full", bar ? "text-accent-ink" : cx("text-muted", dim))}>{item.icon}</span>
<span className="min-w-0 flex-1 truncate text-[1.06em] tracking-[-0.01em]">
<Highlighted
text={item.label}
matches={matches}
hit={bar ? "text-accent-ink" : "text-ink"}
rest={bar ? "text-accent-ink/70 drawn:opacity-70!" : cx("text-muted", dim)}
/>
</span>
{item.shortcut ? (
<Keycaps keys={item.shortcut} />
) : item.meta ? (
<span className={cx("shrink-0 text-[0.8em] tabular-nums", bar ? "text-accent-ink/80" : cx("text-muted", dim))}>{item.meta}</span>
) : null}
</>
);
}
const KEYS: Record<string, CommandMenuKey> = {
ArrowDown: "down",
ArrowUp: "up",
PageDown: "pageDown",
PageUp: "pageUp",
Home: "home",
End: "end",
Enter: "enter",
Escape: "escape",
};
/** The scroll thumb, written straight to CSS variables on the list's frame as it scrolls. */
function paintThumb(list: HTMLElement) {
const range = list.scrollHeight - list.clientHeight;
const frame = list.parentElement!;
frame.style.setProperty("--sp", range > 0 ? (list.scrollTop / range).toFixed(4) : "0");
frame.style.setProperty("--sv", Math.min(1, list.clientHeight / list.scrollHeight).toFixed(4));
frame.toggleAttribute("data-scrolls", range > 1);
}
const rowClass = "absolute inset-x-0 flex h-(--row) items-center gap-[0.7em] pl-[1.05em] pr-[1.15em]";
const headingClass = "absolute inset-x-0 flex h-(--row) items-end gap-[0.7em] pb-[0.55em] pl-[1.05em] pr-[1.15em]";
/** The bar's clip: the overlay cut down to row `--bar`, a little in from the screen's edges. */
const barClip = "inset(calc(var(--bar, 0) * var(--row) + 0.08em) 0.45em calc(100% - (var(--bar, 0) + 1) * var(--row) + 0.08em) 0.45em round 0.6em)";
const thumb = "max(1.4em, calc(var(--sv, 1) * 100%))";
/** A row's place: its index times the row height, worked out by CSS. */
const place = (row: number): CSSProperties => ({ top: `calc(${row} * var(--row))` });
/* --- The menu ---------------------------------------------------------------- */
export function CommandMenu<T extends CommandItem>({
items,
query,
onQueryChange,
onRun,
status,
label = "Command menu",
placeholder = "Type a command or search…",
ghost = false,
hotkey = "k",
rows = 6,
ref,
className,
}: CommandMenuProps<T>) {
const ids = useId();
const listId = `${ids}-list`;
const optionId = (item: T) => `${ids}-${item.id}`;
const rootRef = useRef<HTMLDivElement>(null);
const inputRef = useRef<HTMLInputElement>(null);
const listRef = useRef<HTMLDivElement>(null);
const overlayRef = useRef<HTMLDivElement>(null);
const bar = useRef<Spring | null>(null);
const placed = useRef(false); // the bar has a place: the next move glides
const follow = useRef(false); // the last move came from a key: scroll it into view
const rowPx = useRef(0);
const pointer = useRef({ x: -1, y: -1 });
const touched = useRef(false); // a hand has worked it: it sounds even while the host is paused
const index = useMemo(() => indexItems(items), [items]);
const results = useMemo(() => search(index, query), [index, query]);
const { order, groups, words } = results;
const total = order.length; // options; rows are these plus a heading per group
// The highlight is an option's index; a new query puts it back on the best match.
const [active, setActive] = useState(0);
const [lastQuery, setLastQuery] = useState(query);
if (query !== lastQuery) {
setLastQuery(query);
setActive(0);
}
const current = Math.min(active, total - 1);
const activeRow = current >= 0 ? rowOf(results, current) : -1;
// The rendered window: rows from `start`, `span` of them. The view sets both.
const [view, setView] = useState({ start: 0, span: rows + 2 * OVERSCAN + CHUNK, rows });
// The result count, announced once the typing rests.
const [announced, setAnnounced] = useState("");
const countText = !words.length ? `${thousands(items.length)} items` : total ? `${thousands(total)} ${total === 1 ? "match" : "matches"}` : "No match";
useEffect(() => {
const id = setTimeout(() => setAnnounced(query.trim() ? (total ? countText : `No match for ${query.trim()}`) : ""), SETTLE);
return () => clearTimeout(id);
}, [query, total, countText]);
/** Sounds follow the host's tape (see hostTransport): aloud while it plays, or once a hand is on the menu. */
function sound(name: SoundName, options?: PlayOptions) {
if (touched.current || hostTransport(rootRef.current) === "play") play(name, options);
}
// The bar's spring runs in rows: the clip reads `--bar × --row`, so it never measures the DOM.
useLayoutEffect(() => {
const overlay = overlayRef.current!;
const s = createSpring(0, springs.snappy, (v) => overlay.style.setProperty("--bar", v.toFixed(4)));
bar.current = s;
return () => s.stop();
}, []);
// The view's size: how many rows fit, and how tall one is in pixels for reading the scroll position.
useLayoutEffect(() => {
const list = listRef.current!;
const observer = new ResizeObserver(() => {
rowPx.current = parseFloat(getComputedStyle(list).fontSize) * ROW;
const fit = Math.max(1, Math.round(list.clientHeight / rowPx.current));
setView((v) => (v.rows === fit ? v : { ...v, rows: fit, span: fit + 2 * OVERSCAN + CHUNK }));
paintThumb(list);
});
observer.observe(list);
return () => observer.disconnect();
}, []);
// ⌘K (or Ctrl-K) from anywhere: into the field, query selected, ready to type over.
useEffect(() => {
if (!hotkey) return;
const onKey = (e: globalThis.KeyboardEvent) => {
const input = inputRef.current;
if (!input || !(e.metaKey || e.ctrlKey) || e.altKey || e.shiftKey || e.key.toLowerCase() !== hotkey) return;
e.preventDefault();
touched.current = true;
if (document.activeElement !== input) play("open", { gain: 0.6 });
input.focus();
input.select();
};
window.addEventListener("keydown", onKey);
return () => window.removeEventListener("keydown", onKey);
}, [hotkey]);
// A new query starts at the top of its results.
useLayoutEffect(() => {
const list = listRef.current!;
list.scrollTop = 0;
paintThumb(list);
}, [query]);
// The bar glides to the highlighted row. A long jump (End, Page Down through thousands of
// rows) cuts to just short of it and glides the rest, so it still arrives from the right side.
useLayoutEffect(() => {
const s = bar.current!;
if (activeRow < 0) return;
const calm = reducedMotion();
if (!placed.current || calm) s.jump(activeRow);
else {
if (Math.abs(activeRow - s.value) > view.rows * 1.5) s.jump(activeRow + (activeRow > s.value ? -1.5 : 1.5));
s.set(activeRow);
}
placed.current = true;
// Keys keep a row of context above and below the highlight; the pointer never scrolls.
if (!follow.current) return;
follow.current = false;
const list = listRef.current!;
const row = list.querySelector<HTMLElement>(`[data-row="${activeRow}"]`);
if (!row) return;
const top = row.offsetTop - row.offsetHeight;
const bottom = row.offsetTop + row.offsetHeight * 2;
let next = list.scrollTop;
if (top < next) next = Math.max(0, top);
else if (bottom > next + list.clientHeight) next = bottom - list.clientHeight;
if (next === list.scrollTop) return;
const near = Math.abs(next - list.scrollTop) < list.clientHeight * 1.5;
list.scrollTo({ top: next, behavior: near && !calm ? "smooth" : "auto" });
}, [activeRow, view.rows]);
function onScroll() {
const list = listRef.current!;
paintThumb(list);
if (!rowPx.current) return;
const first = Math.floor(list.scrollTop / rowPx.current);
const start = Math.max(0, Math.floor((first - OVERSCAN) / CHUNK) * CHUNK);
setView((v) => (v.start === start ? v : { ...v, start }));
}
/* --- Moves ------------------------------------------------------------- */
function moveTo(next: number, by: "key" | "pointer") {
if (!total) return by === "key" && sound("bump", { gain: 0.6 });
const to = clamp(next, 0, total - 1);
if (to === current) return by === "key" && sound("bump", { gain: 0.6 });
follow.current = by === "key";
sound("tick", { gain: by === "pointer" ? 0.4 : 0.75, pitch: detent() });
setActive(to);
}
function run(i: number) {
if (i < 0 || i >= total) return sound("bump", { gain: 0.6 });
sound("select");
// The bar lights up as it's pressed.
const overlay = overlayRef.current!;
overlay.setAttribute("data-flash", "");
setTimeout(() => overlay.removeAttribute("data-flash"), 160);
onRun(items[order[i]]);
}
function press(key: CommandMenuKey) {
const page = Math.max(1, view.rows - 1);
if (key === "down") moveTo(current + 1, "key");
else if (key === "up") moveTo(current - 1, "key");
else if (key === "pageDown") moveTo(current + page, "key");
else if (key === "pageUp") moveTo(current - page, "key");
else if (key === "home") moveTo(0, "key");
else if (key === "end") moveTo(total - 1, "key");
else if (key === "enter") run(current);
else if (query) {
sound("back", { gain: 0.7 });
onQueryChange("");
} else inputRef.current?.blur();
}
/** Shows a key in the footer held down, or let up. */
function hold(key: CommandMenuKey, down: boolean) {
const cap = rootRef.current?.querySelector(`[data-cap="${key === "pageDown" ? "down" : key === "pageUp" ? "up" : key}"]`);
cap?.toggleAttribute("data-pressed", down);
}
useImperativeHandle(ref, () => ({
press(key) {
hold(key, true);
setTimeout(() => hold(key, false), 140);
press(key);
},
}));
/* --- Input --------------------------------------------------------------- */
function onKeyDown(e: KeyboardEvent<HTMLInputElement>) {
if (e.nativeEvent.isComposing) return;
// Ctrl-N and Ctrl-P move too, as in most palettes and every terminal.
const key = e.ctrlKey && (e.key === "n" || e.key === "p") ? (e.key === "n" ? "down" : "up") : e.metaKey || e.altKey || e.ctrlKey ? undefined : KEYS[e.key];
if (!key) return;
// Escape on an empty field lets go: left unhandled, so a host (the player) can take the keyboard back.
if (key === "escape" && !query) return e.currentTarget.blur();
e.preventDefault();
if (key === "enter" && e.repeat) return;
hold(key, true);
press(key);
}
function onKeyUp(e: KeyboardEvent<HTMLInputElement>) {
const key = KEYS[e.key];
if (key) hold(key, false);
}
/** The hand on the menu: focus goes to the field, quietly, so typing always lands there. */
function onPointerDown(e: PointerEvent<HTMLDivElement>) {
if (e.button !== 0 || e.pointerType === "touch" || e.target === inputRef.current) return;
focusQuietly(inputRef.current);
}
function onHover(e: PointerEvent<HTMLDivElement>, option: number) {
if (e.pointerType !== "mouse") return;
// Only a pointer that moves: rows scrolling under a resting one don't steal the highlight.
if (e.clientX === pointer.current.x && e.clientY === pointer.current.y) return;
pointer.current = { x: e.clientX, y: e.clientY };
touched.current = true;
if (option !== current) moveTo(option, "pointer");
}
/* --- Render --------------------------------------------------------------- */
// The window, plus the highlighted row wherever it is, so aria-activedescendant always resolves.
// Matched letters are worked out here, for these rows only.
const rowCount = total + groups.length;
const end = Math.min(rowCount, view.start + view.span);
const shown: { row: number; option: number; group: number; item: T; matches: number[] }[] = [];
const add = (row: number, { group, option }: { group: number; option: number }) =>
shown.push({ row, option, group, item: items[order[option]], matches: locate(words, index.prepared[order[option]]) });
for (let r = view.start; r < end; r++) {
const at = atRow(results, r);
if (at.option >= 0) add(r, at);
}
if (activeRow >= 0 && (activeRow < view.start || activeRow >= end)) add(activeRow, atRow(results, activeRow));
const lcd = status ?? { text: countText };
return (
<div className={cx("@container w-full", className)}>
<div
ref={rootRef}
onPointerDownCapture={() => (touched.current = true)}
onKeyDownCapture={() => (touched.current = true)}
onPointerDown={onPointerDown}
data-part="bezel"
className="relative rounded-[1.5em] bg-(--device-rim) p-[0.4em] text-[clamp(11px,4.1cqw,14px)] [box-shadow:var(--device-rim-edge),0_1px_2px_rgb(0_0_0/0.12),0_18px_36px_-18px_rgb(0_0_0/0.4)]"
>
{/* The screen: the player's own ground under glass. */}
<div data-part="screen" className="relative isolate flex animate-wake flex-col overflow-hidden rounded-[1.1em] bg-canvas text-ink" style={{ "--row": `${ROW}em` } as CSSProperties}>
{/* The search field, as on the player's Find panel. The field draws the focus ring, so the input's own is off (`!`: the page's ring is unlayered and would win). */}
<div className="px-[0.55em] pb-[0.35em] pt-[0.55em]">
<label className="group/field flex h-[2.8em] items-center gap-[0.6em] rounded-[0.75em] bg-panel px-[0.85em] text-muted shadow-[inset_0_0_0_1px_var(--line)] transition-shadow duration-(--duration-exit) focus-within:text-ink focus-within:shadow-[inset_0_0_0_1px_var(--line-strong)] has-[input:focus-visible:not([data-quiet])]:shadow-[inset_0_0_0_1.5px_var(--focus)] drawn:outline drawn:outline-1 drawn:outline-(--device-draw-line)">
<SearchGlyph />
<span className="relative flex min-w-0 flex-1 items-center">
<input
ref={inputRef}
type="text"
value={query}
onChange={(e) => onQueryChange(e.target.value)}
onKeyDown={onKeyDown}
onKeyUp={onKeyUp}
placeholder={placeholder}
aria-label={label}
role="combobox"
aria-expanded={total > 0}
aria-controls={listId}
aria-autocomplete="list"
aria-activedescendant={current >= 0 ? optionId(items[order[current]]) : undefined}
autoComplete="off"
autoCorrect="off"
autoCapitalize="off"
spellCheck={false}
enterKeyHint="go"
className="peer w-full min-w-0 bg-transparent text-[1.08em] tracking-[-0.01em] text-ink outline-none! placeholder:text-muted drawn:placeholder:text-(--device-draw-line)!"
/>
{/* Someone else's caret, while they type into a field that isn't focused. */}
{ghost && (
<span aria-hidden className="pointer-events-none absolute inset-y-0 left-0 flex items-center text-[1.08em] tracking-[-0.01em] peer-focus:hidden">
<span className="invisible whitespace-pre">{query}</span>
<span className="ml-px h-[1.1em] w-[2px] animate-caret rounded-full bg-accent drawn:bg-(--device-draw-ink)!" />
</span>
)}
</span>
{/* The way back in, shown while the field is elsewhere. */}
{hotkey && (
<span aria-hidden className="transition-opacity duration-(--duration-exit) group-focus-within/field:opacity-0">
<Keycaps keys={["⌘", hotkey.toUpperCase()]} />
</span>
)}
</label>
</div>
{/* The results. */}
<div className="relative">
<div
ref={listRef}
id={listId}
role="listbox"
aria-label={`${label}: results`}
tabIndex={-1}
onScroll={onScroll}
onMouseDown={(e) => e.preventDefault()}
className="relative overflow-y-auto overscroll-contain [scrollbar-width:none] [&::-webkit-scrollbar]:hidden"
style={{ height: `calc(${rows} * var(--row))` }}
>
<div className="relative" style={{ height: `calc(${rowCount} * var(--row))` }}>
{groups.map((group, g) => {
const members = shown.filter((s) => s.group === g);
if (!members.length) return null;
// Every group with a row on screen keeps its heading, so its label always resolves.
return (
<div key={group.name} role="group" aria-labelledby={`${ids}-g${g}`}>
<div id={`${ids}-g${g}`} aria-hidden className={headingClass} style={place(group.first + g)}>
<span className={cx(engraved, "text-[0.6em] text-(--device-label-quiet)", dim)}>{group.name}</span>
<span className={cx("ml-auto text-[0.66em] tabular-nums leading-none text-(--device-label-quiet)", dim)}>{thousands(group.size)}</span>
</div>
{members.map(({ row, option: i, item, matches }) => (
<div
key={item.id}
id={optionId(item)}
role="option"
aria-selected={i === current}
aria-posinset={i + 1}
aria-setsize={total}
data-row={row}
onPointerMove={(e) => onHover(e, i)}
onClick={() => {
if (i !== current) moveTo(i, "pointer");
run(i);
}}
className={cx(rowClass, "cursor-default")}
style={place(row)}
>
<RowContent item={item} matches={matches} />
</div>
))}
</div>
);
})}
{/* The bar: the same rows in accent and white, clipped to the highlighted one by a spring. */}
<div
ref={overlayRef}
aria-hidden
data-bar
className={cx("group/bar pointer-events-none absolute inset-0 text-accent-ink", !total && "hidden")}
style={{ clipPath: barClip }}
>
{/* Drawn, the bar is an ink outline a pixel inside the clip (so the clip never trims it), washed faintly as it runs. */}
<div
className="absolute inset-x-0 h-(--row) bg-accent shadow-[inset_0_1px_0_rgb(255_255_255/0.2)] transition-[filter] duration-(--duration-move) ease-out group-data-flash/bar:brightness-125 group-data-flash/bar:duration-0 drawn:inset-x-[calc(0.45em+1px)] drawn:mt-[calc(0.08em+1px)] drawn:h-[calc(var(--row)-0.16em-2px)] drawn:rounded-[calc(0.6em-1px)] drawn:border drawn:border-(--device-draw-ink)! drawn:group-data-flash/bar:[background:color-mix(in_oklab,var(--device-draw-ink)_14%,transparent)]!"
style={{ top: "calc(var(--bar, 0) * var(--row))" }}
/>
{shown.map(({ row, item, matches }) => (
<div key={item.id} className={rowClass} style={place(row)}>
<RowContent item={item} matches={matches} bar />
</div>
))}
</div>
</div>
{!total && (
<p className="absolute inset-0 grid place-items-center px-[1.5em] text-center text-[0.95em] text-muted">
<span className="max-w-full truncate">No match for “{query.trim()}”</span>
</p>
)}
</div>
{/* The scroll thumb, as on the player's lists: tiny when the list is long. */}
<div aria-hidden className="pointer-events-none absolute inset-y-[0.5em] right-[0.2em] w-[0.16em] opacity-0 transition-opacity duration-(--duration-exit) [[data-scrolls]_&]:opacity-100">
<div className="absolute inset-x-0 rounded-full bg-(--device-meter-off) drawn:bg-(--device-draw-ink)!" style={{ height: thumb, top: `calc(var(--sp, 0) * (100% - ${thumb}))` }} />
</div>
</div>
{/* Footer: the keys that drive it, and the LCD. */}
<div
onMouseDown={(e) => e.preventDefault()}
className="flex h-[2.75em] items-center gap-[0.3em] bg-panel px-[0.55em] shadow-[0_-1px_0_var(--line)] drawn:border-t"
>
<FooterKey cap="up" onPress={() => press("up")} />
<FooterKey cap="down" onPress={() => press("down")} />
<FooterKey cap="enter" onPress={() => press("enter")} />
<FooterKey cap="escape" onPress={() => press("escape")} />
<span
aria-hidden
data-part="lcd"
className="ml-auto flex h-[1.95em] min-w-0 items-center gap-[0.45em] rounded-[0.5em] pl-[0.3em] pr-[0.6em] text-(--device-lcd-ink) [background:var(--device-lcd)] shadow-(--device-lcd-edge)"
>
<span data-part="chip" className="grid h-[1.35em] w-[1.35em] shrink-0 place-items-center rounded-[0.3em] bg-white text-black">
{status ? (
<span key={`${status.text}${status.detail}`} className="size-[0.5em] animate-enter rounded-full bg-(--device-rec) drawn:bg-(--device-rec)!" />
) : (
<svg viewBox="0 0 16 16" className="size-[0.85em] fill-none stroke-current [stroke-linecap:round] [stroke-width:2]">
<circle cx="7" cy="7" r="4.25" />
<path d="m10.2 10.2 3.3 3.3" />
</svg>
)}
</span>
<span key={`${lcd.text}|${lcd.detail ?? ""}`} className="min-w-0 animate-enter truncate text-[0.7em] leading-none tabular-nums">
<span className="font-semibold uppercase tracking-[0.06em]">{lcd.text}</span>
{lcd.detail && <span className={cx("text-(--device-lcd-dim)", dim)}> {lcd.detail}</span>}
</span>
</span>
</div>
{/* Glass, and the backlight's bloom as the screen wakes. */}
<div aria-hidden data-part="glass" className="pointer-events-none absolute inset-0 z-10 rounded-[inherit] shadow-[inset_0_0_0_1px_var(--line)] [background:var(--screen-glass)]" />
<div aria-hidden className="pointer-events-none absolute inset-0 z-10 animate-bloom [background:radial-gradient(50%_50%_at_50%_50%,var(--screen-glow),transparent)]" />
</div>
</div>
<p role="status" aria-live="polite" aria-atomic className="sr-only">
{announced}
</p>
<p role="status" aria-live="polite" aria-atomic className="sr-only">
{status ? [status.text, status.detail].filter(Boolean).join(" ") : ""}
</p>
</div>
);
}
const CAPS: Record<"up" | "down" | "enter" | "escape", ReactNode> = {
up: <path d="M8 12.5v-9M4.5 7 8 3.5 11.5 7" />,
down: <path d="M8 3.5v9M4.5 9 8 12.5 11.5 9" />,
enter: <path d="M12.5 3.5v5a1.5 1.5 0 0 1-1.5 1.5H3.5M6.5 7l-3 3 3 3" />,
escape: null,
};
/** A tiny key in the footer: it drives the menu by hand, and goes down when its key on the keyboard does. */
function FooterKey({ cap, onPress }: { cap: keyof typeof CAPS; onPress: () => void }) {
const up = (e: PointerEvent<HTMLSpanElement>) => e.currentTarget.removeAttribute("data-pressed");
return (
<span
aria-hidden
data-cap={cap}
onPointerDown={(e) => {
if (e.button !== 0) return;
e.currentTarget.setAttribute("data-pressed", "");
onPress();
}}
onPointerUp={up}
onPointerLeave={up}
onPointerCancel={up}
data-part="key"
className="group/key relative grid h-[1.75em] min-w-[1.95em] cursor-default place-items-center before:absolute before:-inset-x-[0.15em] before:-inset-y-[0.5em] before:content-[''] drawn:rounded-[0.42em]"
>
<span className="grid h-full w-full place-items-center rounded-[0.42em] px-[0.4em] text-(--device-key-ink) [background:var(--device-key-face)] shadow-(--device-key-shadow) transition-[transform,box-shadow] duration-(--duration-exit) ease-out group-data-pressed/key:translate-y-[2px] group-data-pressed/key:shadow-(--device-key-shadow-pressed) group-data-pressed/key:duration-75 drawn:outline drawn:outline-1 drawn:outline-(--device-draw-line)">
{cap === "escape" ? (
<span data-part="lettering" className="text-[0.66em] font-medium leading-none tracking-[0.02em] [text-shadow:var(--device-engrave)]">esc</span>
) : (
<svg viewBox="0 0 16 16" data-part="lettering" className="size-[0.95em] fill-none stroke-current [filter:var(--device-engrave-glyph)] [stroke-linecap:round] [stroke-linejoin:round] [stroke-width:1.6] drawn:[filter:none]!">
{CAPS[cap]}
</svg>
)}
</span>
</span>
);
}
/* --- Demo: a recorder's command menu, and a ghost at the keys ------------------ */
type Glyph = keyof typeof GLYPHS;
type DemoItem = CommandItem & { done: [string, string?] };
const GLYPHS = {
record: <circle cx="8" cy="8" r="4.25" className="fill-(--device-rec) stroke-none drawn:fill-current! [[data-bar]_&]:fill-current" />,
export: <path d="M8 10V2.5M5 5.5l3-3 3 3M3 9.5v3.5h10V9.5" />,
arm: (
<>
<circle cx="8" cy="8" r="5.25" />
<circle cx="8" cy="8" r="1.75" className="fill-current stroke-none" />
</>
),
split: <path d="M8 1.5v13M2.5 6.5v3M5 4.5v7M11 4.5v7M13.5 6.5v3" />,
marker: <path d="M4 14V2.5h7.5l-1.75 3 1.75 3H4" />,
normalize: <path d="M2 2.75h12M3.5 7v6.25M6.5 5v8.25M9.5 6v7.25M12.5 5v8.25" />,
trim: <path d="M1.5 8h2.5M12 8h2.5M6 4v8M8 6v4M10 4.5v7" />,
duplicate: <path d="M5.5 5.5h8v8h-8zM2.5 10.5v-8h8" />,
sync: <path d="M13 6.5A5 5 0 0 0 4 4.5M3 9.5A5 5 0 0 0 12 11.5M3.5 2v2.75h2.75M12.5 14v-2.75H9.75" />,
trash: <path d="M3 4.5h10M6.5 4.5V3h3v1.5M4.5 4.5l.75 9h5.5l.75-9" />,
library: <path d="M3 2.5v11M6.5 2.5v11M9.75 2.9l3.25 10.4" />,
folder: <path d="M2 4.5v8.25h12V6H8L6.5 4H2.5" />,
recent: (
<>
<circle cx="8" cy="8" r="5.5" />
<path d="M8 5v3.25l2 1.25" />
</>
),
inputs: <path d="M3 13.5v-5M6.5 13.5v-10M10 13.5V6.5M13.5 13.5v-3.5" />,
settings: (
<>
<path d="M2.5 5H6M9 5h4.5M2.5 11H9M12 11h1.5" />
<circle cx="7.5" cy="5" r="1.5" />
<circle cx="10.5" cy="11" r="1.5" />
</>
),
system: <path d="M2.5 2.5h4.5v4.5H2.5zM9 2.5h4.5v4.5H9zM2.5 9h4.5v4.5H2.5zM9 9h4.5v4.5H9z" />,
shortcuts: <path d="M6 6h4v4H6zM6 6V4.5A1.5 1.5 0 1 0 4.5 6H6m4 0V4.5A1.5 1.5 0 1 1 11.5 6H10M6 10v1.5A1.5 1.5 0 1 1 4.5 10H6m4 0v1.5a1.5 1.5 0 1 0 1.5-1.5H10" />,
};
const glyph = (name: Glyph) => (
<svg aria-hidden viewBox="0 0 16 16" className="fill-none stroke-current [stroke-linecap:round] [stroke-linejoin:round] [stroke-width:1.5]">
{GLYPHS[name]}
</svg>
);
const ACTIONS: [string, string, Glyph, string[], [string, string?]][] = [
["record", "Start recording", "record", ["R"], ["Recording", "take_05.wav"]],
["export", "Export take", "export", ["⌘", "E"], ["Exported", "take_04.wav"]],
["arm", "Arm track", "arm", ["⇧", "A"], ["Armed", "input 1"]],
["split", "Split at playhead", "split", ["S"], ["Split", "at 0:12.4"]],
["marker", "Add marker", "marker", ["M"], ["Marker", "03 at 0:12.4"]],
["normalize", "Normalize", "normalize", ["⌥", "N"], ["Normalized", "to −1 dB"]],
["trim", "Trim silence", "trim", ["⌥", "T"], ["Trimmed", "1.8 s"]],
["duplicate", "Duplicate take", "duplicate", ["⌘", "D"], ["Duplicated", "take_04.wav"]],
["stems", "Export stems", "export", ["⇧", "⌘", "E"], ["Exported", "4 stems"]],
["sync", "Sync library", "sync", ["⌘", "S"], ["Synced", "2,400 takes"]],
["delete", "Delete take", "trash", ["⌫"], ["Deleted", "take_04.wav"]],
];
const PLACES: [string, string, Glyph, string[]][] = [
["library", "Library", "library", ["G", "L"]],
["recent", "Recent takes", "recent", ["G", "R"]],
["exports", "Exports", "folder", ["G", "E"]],
["markers", "Markers", "marker", ["G", "M"]],
["inputs", "Inputs and levels", "inputs", ["G", "I"]],
["settings", "Settings", "settings", ["⌘", ","]],
["system", "Design system", "system", ["G", "D"]],
["shortcuts", "Keyboard shortcuts", "shortcuts", ["?"]],
["trash", "Trash", "trash", ["G", "T"]],
];
const TAKES = 2400;
const MONTHS = ["Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"];
const FIRST_DAY = Date.UTC(2024, 0, 9); // take_0001; a thousand days on, take_2400 lands on the day this was made
/** A number in [0, 1) from an integer: the same everywhere, so the server and the browser agree. */
function hash(n: number, salt: number) {
let x = Math.imul(n ^ Math.imul(salt, 0x9e3779b1), 0x85ebca6b) >>> 0;
x = Math.imul(x ^ (x >>> 13), 0xc2b2ae35) >>> 0;
return ((x ^ (x >>> 16)) >>> 0) / 4294967296;
}
/** A take's glyph: a few bars of its own waveform. */
function waveform(n: number) {
const d = [2.5, 5.25, 8, 10.75, 13.5].map((x, i) => `M${x} ${(8 - (1 + hash(n, i + 3) * 4.5)).toFixed(1)}V${(8 + (1 + hash(n, i + 3) * 4.5)).toFixed(1)}`).join("");
return (
<svg aria-hidden viewBox="0 0 16 16" className="fill-none stroke-current [stroke-linecap:round] [stroke-width:1.5]">
<path d={d} />
</svg>
);
}
/** Two and a half years of takes: lengths mostly short, a few long; a couple of takes a day, in order. */
function takes(): DemoItem[] {
return Array.from({ length: TAKES }, (_, i) => {
const n = i + 1;
const name = `take_${String(n).padStart(4, "0")}.wav`;
const seconds = 3 + Math.floor(Math.pow(hash(n, 1), 2.4) * 420);
const day = new Date(FIRST_DAY + Math.floor(((i + 0.8 * hash(n, 2)) * 1000) / TAKES) * 86400000);
const year = day.getUTCFullYear();
const date = `${day.getUTCDate()} ${MONTHS[day.getUTCMonth()]}${year === 2026 ? "" : ` ’${String(year).slice(2)}`}`;
return {
id: `take-${n}`,
label: name,
group: "Takes",
icon: waveform(n),
meta: `${Math.floor(seconds / 60)}:${String(seconds % 60).padStart(2, "0")} · ${date}`,
done: ["Loaded", name],
};
});
}
const ITEMS: DemoItem[] = [
...ACTIONS.map(([id, label, g, shortcut, done]) => ({ id, label, group: "Actions", icon: glyph(g), shortcut, done })),
...PLACES.map(([id, label, g, shortcut]): DemoItem => ({ id, label, group: "Go to", icon: glyph(g), shortcut, done: ["Opened", label] })),
...takes(),
];
/** The ghost's rounds: a query typed a letter at a time, a few keys, Enter. */
const ROUNDS: { query: string; keys: CommandMenuKey[] }[] = [
{ query: "exp", keys: ["down", "up", "enter"] },
{ query: "t 12", keys: ["down", "down", "down", "enter"] },
{ query: "sap", keys: ["enter"] },
{ query: "", keys: ["end", "up", "enter"] },
];
const LETTER = 150; // ms between keystrokes, give or take
const KEY = 480; // ms between the keys after the query
const BEAT = 1500; // ms the LCD shows what ran before the next round
const typing = () => LETTER * (0.7 + Math.random() * 0.6);
export default function Demo() {
const [query, setQuery] = useState("");
const [status, setStatus] = useState<CommandStatus | null>(null);
const [ghost, setGhost] = useState(false);
const rootRef = useRef<HTMLDivElement>(null);
const menu = useRef<CommandMenuHandle>(null);
const timer = useRef<ReturnType<typeof setTimeout>>(undefined);
const live = useRef(false); // the ghost is at the keys
const touched = useRef(false); // a real hand has been here: the ghost doesn't come back
function type(next: string) {
setQuery(next);
setStatus(null);
}
/** Any real input takes over from the ghost, for good. */
function takeOver() {
touched.current = true;
if (!live.current) return;
live.current = false;
clearTimeout(timer.current);
setGhost(false);
}
// The ghost: types each round's query, works the keys, runs what it found, then clears and goes again.
const start = useEffectEvent(() => {
if (live.current || reducedMotion()) return;
live.current = true;
setGhost(true);
const root = rootRef.current;
// Its own sounds play only while the host's tape plays: any real input ends the ghost.
const sound = (name: SoundName, options: PlayOptions) => hostTransport(root) === "play" && play(name, options);
let round = 0;
let steps: [wait: number, act: () => void][] = [];
const plan = () => {
const { query: q, keys } = ROUNDS[round++ % ROUNDS.length];
const out: typeof steps = [];
for (let i = 1; i <= q.length; i++) {
out.push([
i === 1 ? 500 : typing(),
() => {
type(q.slice(0, i));
sound("tick", { gain: 0.45, pitch: 1.1 + Math.random() * 0.08 });
},
]);
}
// The menu plays the keys' own sounds, under the same rule.
keys.forEach((key, i) => out.push([i === 0 ? 650 : key === "enter" ? 560 : KEY, () => menu.current?.press(key)]));
out.push([
BEAT,
() => {
type("");
sound("back", { gain: 0.5 });
},
]);
return out;
};
const next = () => {
if (!steps.length) steps = plan();
const [wait, act] = steps.shift()!;
timer.current = setTimeout(() => {
if (!live.current) return;
act();
next();
}, wait);
};
// The first keystroke lands while the screen is still waking.
steps = plan();
steps[0][0] = 350;
next();
});
// Start on mount unless the host's tape is stopped; follow the host's PLAY after that.
useEffect(() => {
const root = rootRef.current;
if (hostTransport(root) !== "stop") start();
const host = root?.closest("[data-transport]");
const observer = new MutationObserver(() => hostTransport(root) === "play" && !touched.current && start());
if (host) observer.observe(host, { attributes: true, attributeFilter: ["data-transport"] });
const pending = timer;
return () => {
observer.disconnect();
clearTimeout(pending.current);
live.current = false;
};
}, []);
return (
<div
ref={rootRef}
onPointerDownCapture={takeOver}
onKeyDownCapture={takeOver}
onFocusCapture={takeOver}
onWheelCapture={takeOver}
// A mouse moving over the results highlights them: that's a hand too.
onPointerMove={(e) => e.pointerType === "mouse" && (e.target as Element).closest("[role=option]") && takeOver()}
className="w-full max-w-[540px] select-none"
>
<CommandMenu
ref={menu}
items={ITEMS}
query={query}
onQueryChange={type}
onRun={(item) => setStatus({ text: item.done[0], detail: item.done[1] })}
status={status}
ghost={ghost}
/>
</div>
);
}