"use client";
import { useEffect, useEffectEvent, useId, useRef, useState, type ComponentProps, type KeyboardEvent, type PointerEvent as ReactPointerEvent } from "react";
import { focusQuietly } from "@/design-system";
import { hostTransport, play } from "@/lib/sound";
/*
* A launcher's preview window over three keys. Each screen shows a long
* exposure, a camera swung through foliage with the shutter open, in a
* traditional Japanese palette: wakatake, the young-bamboo greens; ai,
* indigo fading to asagi; sakura fading to gofun, the shell white.
*
* It is noise, not a picture. The streaks fan from a point below and left
* of the screen, steep on the left and flatter to the right. Across them the
* noise is fine (8 cells a radian); along them it is long (0.32 a unit),
* warped so they waver. A second, larger noise lays down out-of-focus masses
* of light and dark, and a third picks out thin glints. The fan keeps
* turning (0.05 rad a unit of time) while the streaks flow along it, so the
* screen moves across as well as along: a long streak sliding only along
* itself reads as standing still. The sum runs through five stops in linear
* light under a little animated grain.
*
* The selection steps from key to key every 2 s. The window sweeps into the
* new palette over 600ms, the change running out along the streaks, and the
* key's screen rings as its light comes on. A hand on the plate holds the
* selection, and it carries on 2.5 s after the hand leaves, as the player's
* tape does. The keys are radios. Given a link, the window opens the
* project; without one, a press on it only sends a ring through the streaks.
*/
/* --- Shader --------------------------------------------------------------- */
const VERTEX = `
attribute vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
`;
const FRAGMENT = `
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 uRes;
uniform float uTime;
uniform vec2 uMouse;
uniform float uHover;
uniform vec3 uRipple; // xy = origin (px), z = age in seconds (<0: none)
uniform float uSeed;
uniform vec3 uFrom[5]; // the palette it is leaving, dark to light, sRGB
uniform vec3 uTo[5]; // the palette it is going to
uniform float uMix; // 0 → 1 across a change
const float ZOOM = 1.35; // field units across the screen's shorter side
// A hash without sine, so it stays fine-grained however long the page is open.
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float noise(vec2 p) {
vec2 i = floor(p), f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i), hash(i + vec2(1, 0)), u.x), mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x), u.y);
}
// Three octaves only: a long exposure has no fine detail.
float fbm(vec2 p) {
float v = 0.0, a = 0.5;
for (int i = 0; i < 3; i++) { v += a * noise(p); p = p * 2.03 + 17.0; a *= 0.5; }
return v / 0.875;
}
vec3 toLinear(vec3 c) { return pow(c, vec3(2.2)); }
vec3 toSrgb(vec3 c) { return pow(max(c, 0.0), vec3(1.0 / 2.2)); }
// Uniform arrays only take constant indices here, hence one function a stop.
vec3 stop0(float m) { return mix(toLinear(uFrom[0]), toLinear(uTo[0]), m); }
vec3 stop1(float m) { return mix(toLinear(uFrom[1]), toLinear(uTo[1]), m); }
vec3 stop2(float m) { return mix(toLinear(uFrom[2]), toLinear(uTo[2]), m); }
vec3 stop3(float m) { return mix(toLinear(uFrom[3]), toLinear(uTo[3]), m); }
vec3 stop4(float m) { return mix(toLinear(uFrom[4]), toLinear(uTo[4]), m); }
vec3 ramp(float v, float m) {
float x = clamp(v, 0.0, 0.999) * 4.0;
float f = smoothstep(0.0, 1.0, fract(x));
if (x < 1.0) return mix(stop0(m), stop1(m), f);
if (x < 2.0) return mix(stop1(m), stop2(m), f);
if (x < 3.0) return mix(stop2(m), stop3(m), f);
return mix(stop3(m), stop4(m), f);
}
void main() {
vec2 px = gl_FragCoord.xy;
float unit = ZOOM / min(uRes.x, uRes.y); // field units per pixel
vec2 p = (px - 0.5 * uRes) * unit;
float t = uTime;
// A press: a ring that widens and fades, pushing the streaks aside as it passes.
float band = 0.0;
if (uRipple.z >= 0.0) {
vec2 dir = p - (uRipple.xy - 0.5 * uRes) * unit;
float rad = uRipple.z * 1.4 * ZOOM;
band = exp(-pow((length(dir) - rad) / (0.07 * ZOOM), 2.0)) * exp(-uRipple.z * 2.2);
p += normalize(dir + 1e-4) * band * 0.09 * ZOOM;
}
// The fan: polar coordinates about a point below and left of the screen. It keeps turning,
// so the streaks sweep across the screen as well as flowing along it.
vec2 d = p - vec2(-2.6, -1.4);
float r = length(d);
float a = atan(d.y, d.x) + t * 0.05;
vec2 q = vec2(a * 8.0, r * 0.32 - t * 0.18);
q.x += (fbm(vec2(a * 2.0, r * 0.35 - t * 0.1) + uSeed) - 0.5) * 1.4;
float streak = fbm(q + uSeed * 3.1);
float fine = fbm(vec2(a * 34.0, r * 0.5 - t * 0.29) + uSeed * 5.3);
// Out-of-focus masses of light and dark, drifting.
float mass = fbm(p * 0.55 + vec2(t * 0.08, -t * 0.05) + uSeed * 7.0);
// A few thin glints where the light caught a blade.
float glint = smoothstep(0.68, 0.86, fbm(vec2(a * 70.0, r * 0.4 - t * 0.25) + uSeed * 9.7));
float v = streak * 0.85 + fine * 0.25 + (mass - 0.5) * 0.85 - 0.04;
v = smoothstep(0.08, 0.92, v) + glint * 0.18;
// A new palette runs out along the streaks, from the fan's root to its tips.
float m = smoothstep(0.0, 1.0, clamp(uMix * 1.6 - clamp((r - 2.2) / 1.6, 0.0, 1.0) * 0.6, 0.0, 1.0));
// The hand lifts the exposure under it, toward the palette's lightest stop.
float reach = 0.5 * min(uRes.x, uRes.y);
float dm = distance(px, uMouse);
float light = exp(-(dm * dm) / (reach * reach)) * uHover;
v += light * 0.22 + band * 0.12;
vec3 color = mix(ramp(v, m), stop4(m), light * 0.18);
color = toSrgb(color) + (hash(px + fract(uTime * 7.0) * 113.0) - 0.5) * 0.04;
gl_FragColor = vec4(color, 1.0);
}
`;
/* --- Helpers -------------------------------------------------------------- */
/** Five sRGB hex stops, dark to light. Artwork, not tokens: the same in both themes. */
export type Palette = readonly [string, string, string, string, string];
const FADE = 0.6; // s for the window to sweep into a new palette
const cx = (...parts: (string | false | undefined)[]) => parts.filter(Boolean).join(" ");
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;
/** Fifteen floats, the five stops as 0–1 RGB. */
const toStops = (key: string) => key.split(",").flatMap((hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16) / 255));
/** Where a fade stands, as one palette: mixed in linear light, as the shader mixes. */
function blend(from: number[], to: number[], m: number) {
return from.map((c, i) => Math.pow(Math.pow(c, 2.2) * (1 - m) + Math.pow(to[i], 2.2) * m, 1 / 2.2));
}
/** The screen's own background: a still gradient of the palette, for when WebGL isn't there. */
const fallback = (palette: Palette) => `linear-gradient(60deg, ${palette.join(", ")})`;
function compile(gl: WebGLRenderingContext, type: number, source: string) {
const shader = gl.createShader(type)!;
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
/* --- StreakField ---------------------------------------------------------- */
type StreakFieldProps = {
/** A new palette sweeps in over 600ms rather than restarting the field. */
palette: Palette;
/** Picks the exposure: the same seed always opens on the same frame. */
seed?: number;
/** Light the field from its centre without a hand on it: keyboard focus, a selection. Turning it on sends a ring. */
active?: boolean;
/** Hold the motion. The light, a ring and a palette change still play out. */
paused?: boolean;
className?: string;
};
/**
* A long-exposure field on a canvas the size of its box (up to 1.5× for
* dense displays), scaled smoothly. Raw WebGL, no library. It only animates
* while on screen and holds a still frame under reduced motion. Without
* WebGL, whatever is behind it shows through.
*/
export function StreakField({ palette, seed = 0, active = false, paused = false, className = "" }: StreakFieldProps) {
const hostRef = useRef<HTMLSpanElement>(null);
// Bridges from React props into the render loop, so a change never restarts it.
const activeRef = useRef(active);
const pausedRef = useRef(paused);
// The stops as one string, so a new array with the same colours is no change.
const stops = palette.join(",");
const stopsRef = useRef(stops);
const wakeRef = useRef<(ring: boolean) => void>(() => {});
const recolourRef = useRef<(stops: string) => void>(() => {});
useEffect(() => {
pausedRef.current = paused;
wakeRef.current(false);
}, [paused]);
useEffect(() => {
const rising = active && !activeRef.current;
activeRef.current = active;
wakeRef.current(rising);
}, [active]);
useEffect(() => {
if (stops === stopsRef.current) return;
stopsRef.current = stops;
recolourRef.current(stops);
}, [stops]);
useEffect(() => {
const host = hostRef.current!;
// Made here rather than rendered: the cleanup loses its context for good, so every mount
// (StrictMode's second one included) needs a canvas of its own.
const canvas = document.createElement("canvas");
// Drawn, the artwork stays a quiet grayscale of the streaks (the generic pass), a little firmer than half
// opacity so the palettes' pale ends still read on the canvas. Colour would be a second voice beside the orange pick.
canvas.className = "block size-full drawn:opacity-60!";
host.append(canvas);
const context = canvas.getContext("webgl", { antialias: false, alpha: false, preserveDrawingBuffer: true });
if (!context) return () => canvas.remove();
const gl = context;
const program = gl.createProgram()!;
gl.attachShader(program, compile(gl, gl.VERTEX_SHADER, VERTEX));
gl.attachShader(program, compile(gl, gl.FRAGMENT_SHADER, FRAGMENT));
gl.linkProgram(program);
gl.useProgram(program);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
const aPos = gl.getAttribLocation(program, "aPos");
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
const u = (name: string) => gl.getUniformLocation(program, name);
const uRes = u("uRes"), uTime = u("uTime"), uMouse = u("uMouse"), uHover = u("uHover");
const uRipple = u("uRipple"), uSeed = u("uSeed"), uFrom = u("uFrom"), uTo = u("uTo"), uMix = u("uMix");
const reduced = reducedMotion();
const first = toStops(stopsRef.current);
const state = {
time: 0,
hover: 0,
hoverTarget: 0,
mouse: [0, 0] as [number, number],
ripple: [0, 0, -1] as [number, number, number],
from: first,
to: first,
mix: 1,
visible: false,
raf: 0,
last: 0,
};
const centre = (): [number, number] => [canvas.width / 2, canvas.height / 2];
const eased = () => state.mix * state.mix * (3 - 2 * state.mix);
function resize() {
const rect = canvas.getBoundingClientRect();
const density = Math.min(devicePixelRatio, 1.5);
canvas.width = Math.max(1, Math.round(rect.width * density));
canvas.height = Math.max(1, Math.round(rect.height * density));
gl.viewport(0, 0, canvas.width, canvas.height);
gl.uniform2f(uRes, canvas.width, canvas.height);
if (!state.hoverTarget) state.mouse = centre();
}
function draw() {
gl.uniform1f(uTime, state.time);
gl.uniform2fv(uMouse, state.mouse);
gl.uniform1f(uHover, state.hover);
gl.uniform3fv(uRipple, state.ripple);
gl.uniform3fv(uFrom, state.from);
gl.uniform3fv(uTo, state.to);
gl.uniform1f(uMix, state.mix);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
function frame(now: number) {
const dt = Math.min(0.05, (now - (state.last || now)) / 1000);
state.last = now;
const target = Math.max(state.hoverTarget, activeRef.current ? 1 : 0);
// Light from outside comes from the centre.
if (activeRef.current && !state.hoverTarget) state.mouse = centre();
// Exponential ease toward the target: fast in, slightly slower out.
state.hover += (target - state.hover) * (1 - Math.exp(-dt * (target > state.hover ? 10 : 5)));
if (!pausedRef.current) state.time += dt * (0.35 + state.hover * 1.1);
if (state.ripple[2] >= 0) {
state.ripple[2] += dt;
if (state.ripple[2] > 1.6) state.ripple[2] = -1;
}
if (state.mix < 1) state.mix = Math.min(1, state.mix + dt / FADE);
// Held, the loop runs only until the light has settled, the ring has gone and the colours have landed.
const settled = pausedRef.current && Math.abs(target - state.hover) < 0.002 && state.ripple[2] < 0 && state.mix === 1;
if (settled) state.hover = target;
draw();
state.raf = state.visible && !settled ? requestAnimationFrame(frame) : 0;
}
/** Reduced motion: no loop, just the light on or off over the still frame. */
function still() {
state.hover = state.hoverTarget || activeRef.current ? 1 : 0;
if (activeRef.current && !state.hoverTarget) state.mouse = centre();
draw();
}
function start() {
if (reduced) return still();
if (!state.raf && state.visible) {
state.last = 0;
state.raf = requestAnimationFrame(frame);
}
}
function toLocal(event: PointerEvent): [number, number] {
const rect = canvas.getBoundingClientRect();
return [
((event.clientX - rect.left) / rect.width) * canvas.width,
(1 - (event.clientY - rect.top) / rect.height) * canvas.height,
];
}
const onMove = (e: PointerEvent) => {
state.mouse = toLocal(e);
state.hoverTarget = 1;
start();
};
const onLeave = () => {
state.hoverTarget = 0;
start();
};
const onDown = (e: PointerEvent) => {
if (reduced) return;
state.ripple = [...toLocal(e), 0];
start();
};
host.addEventListener("pointermove", onMove);
host.addEventListener("pointerleave", onLeave);
host.addEventListener("pointerdown", onDown);
const resizeObserver = new ResizeObserver(() => {
resize();
draw();
});
resizeObserver.observe(canvas);
const visibility = new IntersectionObserver(([entry]) => {
state.visible = entry.isIntersecting;
if (state.visible) start();
});
visibility.observe(canvas);
wakeRef.current = (ring) => {
if (ring && !reduced) state.ripple = [...centre(), 0];
start();
};
// A new palette sweeps in from wherever the last change had got to.
recolourRef.current = (next) => {
state.from = blend(state.from, state.to, eased());
state.to = toStops(next);
state.mix = reduced ? 1 : 0;
start();
};
gl.uniform1f(uSeed, seed);
resize();
draw();
return () => {
cancelAnimationFrame(state.raf);
state.visible = false;
resizeObserver.disconnect();
visibility.disconnect();
host.removeEventListener("pointermove", onMove);
host.removeEventListener("pointerleave", onLeave);
host.removeEventListener("pointerdown", onDown);
wakeRef.current = () => {};
recolourRef.current = () => {};
gl.getExtension("WEBGL_lose_context")?.loseContext();
canvas.remove();
};
}, [seed]);
return <span ref={hostRef} aria-hidden className={`block size-full ${className}`} />;
}
/* --- GradientPreview: the window ------------------------------------------ */
type GradientPreviewProps = {
/** The screen's accessible name; nothing is printed on the glass. */
title: string;
/** Said to screen readers after the name. */
description: string;
/** Makes the screen the project's link. Without one it only shows the project. */
href?: string;
palette: Palette;
seed?: number;
/** Hold the motion. */
paused?: boolean;
};
/**
* A screen behind a black bezel showing a project's long exposure large,
* with nothing printed over it. Given an `href` the screen is the project's
* link; without one it is a picture of the project, and a press on it sends
* a ring through the streaks with a soft click.
*/
export function GradientPreview({ title, description, href, palette, seed = 0, paused = false }: GradientPreviewProps) {
const descriptionId = useId();
const screen = "relative block aspect-[2/1] rounded-[0.45em] [-webkit-touch-callout:none]";
const glass = (
<>
<span className="absolute inset-0 overflow-hidden rounded-[inherit]">
<StreakField palette={palette} seed={seed} paused={paused} />
</span>
{/* The glass: a sheen where the light catches it, and its edge. */}
<span aria-hidden data-part="glass" className="pointer-events-none absolute inset-0 rounded-[inherit] [background:var(--screen-glass)] shadow-(--device-lcd-edge)" />
</>
);
return (
<div data-part="bezel" className="rounded-[0.7em] bg-(--device-rim) p-[0.3em] shadow-[0_1px_0_rgb(255_255_255/0.7),inset_0_1px_2px_rgb(0_0_0/0.6)] dark:shadow-[0_1px_0_rgb(255_255_255/0.06),inset_0_1px_2px_rgb(0_0_0/0.6)]">
{href ? (
<a
href={href}
target="_blank"
rel="noreferrer"
draggable={false}
aria-label={`${title} (opens in a new tab)`}
aria-describedby={descriptionId}
onPointerDown={(e) => e.button === 0 && focusQuietly(e.currentTarget)}
onClick={() => play("open", { gain: 0.6 })}
data-part="screen"
className={cx(screen, "outline-offset-2")}
style={{ background: fallback(palette) }}
>
{glass}
<span id={descriptionId} hidden>
{description}
</span>
</a>
) : (
<div role="img" aria-label={`${title}: ${description}`} data-sound="soft" data-part="screen" className={screen} style={{ background: fallback(palette) }}>
{glass}
</div>
)}
</div>
);
}
/* --- GradientKey: a selector key ------------------------------------------ */
type GradientKeyProps = Omit<ComponentProps<"button">, "children" | "title"> & {
/** The key's accessible name. */
title: string;
palette: Palette;
seed?: number;
/** Its light is on, its screen is lit, and it rings as it comes on. */
selected?: boolean;
/** Hold the motion. */
paused?: boolean;
};
/**
* A key with a screen in its face and a light across its foot. The face
* sinks 2px onto its base under the finger and clicks. When it's selected
* the light comes on and the screen lights; otherwise the screen dims. It
* is a button: give it a radio's role and `aria-checked` in a radio group.
*/
export function GradientKey({ title, palette, seed = 0, selected = false, paused = false, className, ...rest }: GradientKeyProps) {
return (
<button type="button" data-sound="key" data-part="key" aria-label={title} className={cx("group/key block w-full min-w-0 rounded-[0.7em] outline-offset-2", className)} {...rest}>
{/* Only the face sinks, so the hit area never moves under the finger. */}
<span className="flex flex-col items-center gap-[0.32em] rounded-[0.7em] p-[0.32em] pb-[0.4em] [background:var(--device-key-face)] shadow-(--device-key-shadow) transition-[transform,box-shadow] duration-(--duration-exit) ease-out group-active/key:translate-y-[2px] group-active/key:shadow-(--device-key-shadow-pressed) group-active/key:duration-75">
<span data-part="screen" className="relative block aspect-[2/1] w-full rounded-[0.4em]" style={{ background: fallback(palette) }}>
<span className="absolute inset-0 overflow-hidden rounded-[inherit]">
<StreakField palette={palette} seed={seed} active={selected} paused={paused} />
{/* Off the selection, the backlight dims. */}
<span
aria-hidden
className={cx(
// Drawn, the dim is a wash of the canvas over the streaks, so an unselected screen fades toward the ground.
"pointer-events-none absolute inset-0 bg-black/40 transition-opacity ease-out drawn:[background:color-mix(in_oklab,var(--canvas)_58%,transparent)]!",
selected ? "opacity-0 duration-(--duration-enter)" : "opacity-100 duration-(--duration-exit)",
)}
/>
</span>
{/* The glass: a sheen where the light catches it, and its edge. */}
<span aria-hidden data-part="glass" className="pointer-events-none absolute inset-0 rounded-[inherit] [background:var(--screen-glass)] shadow-(--device-lcd-edge)" />
</span>
{/* The selection light: on at once, off at the exit duration. */}
<span
aria-hidden
data-part="light"
className={cx(
"h-[0.24em] w-[30%] rounded-full transition-[background-color]",
// Drawn: lit is filled ink, unlit is the part's hairline alone.
selected ? "bg-(--device-meter-on) duration-0 drawn:bg-(--device-draw-ink)!" : "bg-(--device-meter-off) duration-(--duration-exit)",
)}
/>
</span>
</button>
);
}
/* --- Demo: a launcher, its window and three keys -------------------------- */
const PROJECTS: { title: string; description: string; palette: Palette; seed: number }[] = [
{
title: "Wavr",
description: "Shader code in, motion graphics out.",
palette: ["#264d35", "#3b6e4e", "#6da47a", "#a9cba3", "#e1ecdc"], // 若竹 wakatake: young bamboo
seed: 3,
},
{
title: "Carson",
description: "Learn a layout by wrecking one.",
palette: ["#16213d", "#1f2f54", "#3f5f8f", "#7fa6c2", "#c9dde6"], // 藍 ai, indigo, to 浅葱 asagi
seed: 1,
},
{
title: "litt.works",
description: "Prints and long-form pieces.",
palette: ["#b06e7c", "#d796a6", "#e9b5c1", "#f5d8de", "#fbf2ee"], // 桜 sakura to 胡粉 gofun, shell white
seed: 5,
},
];
const STEP = 2000; // ms on each key before the selection steps on
const RESUME = 2500; // ms after the hand leaves before it steps on again, as the player's tape waits
const WINDOW_SEED = 2;
export default function Demo() {
const [at, setAt] = useState(0); // the selected project
const [cycling, setCycling] = useState(false);
const [paused, setPaused] = useState(true); // the screens hold their first frame until power-up
const rootRef = useRef<HTMLDivElement>(null);
// A hand on the plate holds the selection: a pointer over it, or keyboard focus in it.
const pointerHold = useRef(false);
const focusHold = useRef(false);
const resume = useRef<ReturnType<typeof setTimeout>>(undefined);
/** A hand arrives: hold the selection where it is, and wake the screens. */
function hold() {
clearTimeout(resume.current);
setCycling(false);
setPaused(false);
}
/** A hand leaves: once nothing holds it, step on again after the tape's wait, unless the tape is stopped. */
function release() {
if (pointerHold.current || focusHold.current) return;
clearTimeout(resume.current);
resume.current = setTimeout(() => {
if (hostTransport(rootRef.current) !== "stop" && !reducedMotion()) setCycling(true);
}, RESUME);
}
// Power up: the screens run and the selection steps by itself, unless the host's tape is stopped;
// then follow its PLAY. Under reduced motion each screen holds its first frame and nothing steps.
const powerUp = useEffectEvent(() => {
if (hostTransport(rootRef.current) === "stop" || pointerHold.current || focusHold.current) return;
setPaused(false);
if (!reducedMotion()) setCycling(true);
});
useEffect(() => {
const root = rootRef.current;
const start = requestAnimationFrame(powerUp);
const host = root?.closest("[data-transport]");
const observer = new MutationObserver(() => hostTransport(root) === "play" && powerUp());
if (host) observer.observe(host, { attributes: true, attributeFilter: ["data-transport"] });
const pending = resume;
return () => {
cancelAnimationFrame(start);
observer.disconnect();
clearTimeout(pending.current);
};
}, []);
// The cycle: the next key every 2 s, a quiet detent for each while the host's tape plays.
useEffect(() => {
if (!cycling) return;
const root = rootRef.current;
const id = setTimeout(() => {
setAt((i) => (i + 1) % PROJECTS.length);
if (hostTransport(root) === "play") play("tick", { gain: 0.4, pitch: detent() });
}, STEP);
return () => clearTimeout(id);
}, [cycling, at]);
/** A real move of the hand. Chrome also sends moves as the study slides in under a resting cursor; those don't count. */
const moved = (e: ReactPointerEvent) => e.pointerType !== "mouse" || e.movementX !== 0 || e.movementY !== 0;
/** The keys are one radio group: the arrows move along it. */
function onKeyKeyDown(e: KeyboardEvent<HTMLButtonElement>, i: number) {
const next = { ArrowRight: i + 1, ArrowDown: i + 1, ArrowLeft: i - 1, ArrowUp: i - 1, Home: 0, End: PROJECTS.length - 1 }[e.key];
if (next === undefined) return;
e.preventDefault();
if (next < 0 || next >= PROJECTS.length || next === i) return play("bump", { gain: 0.6 });
play("tick", { pitch: detent() });
setAt(next);
rootRef.current?.querySelector<HTMLElement>(`[data-key="${next}"]`)?.focus();
}
const project = PROJECTS[at];
return (
<div
ref={rootRef}
onPointerMove={(e) => {
if (pointerHold.current || !moved(e)) return;
pointerHold.current = true;
hold();
}}
onPointerDownCapture={() => {
pointerHold.current = true;
hold();
}}
onPointerLeave={() => {
pointerHold.current = false;
release();
}}
onKeyDownCapture={() => {
focusHold.current = true;
hold();
}}
// Focus that followed a press is the pointer's; only keyboard focus holds by itself.
onFocusCapture={(e) => {
if (e.target.hasAttribute("data-quiet")) return;
focusHold.current = true;
hold();
}}
onBlurCapture={(e) => {
if (e.currentTarget.contains(e.relatedTarget)) return;
focusHold.current = false;
release();
}}
className="@container w-full max-w-[480px] select-none"
>
<div data-part="plate" className="relative isolate animate-enter overflow-hidden rounded-[1.25em] p-[0.9em] text-[clamp(11px,4cqw,14px)] [background:var(--device-body)] shadow-[var(--device-body-edge),0_1px_2px_rgb(0_0_0/0.06),0_16px_32px_-18px_rgb(0_0_0/0.3)] @[26rem]:p-[1.1em]">
<div aria-hidden className="device-grain pointer-events-none absolute inset-0 -z-10 rounded-[inherit]" />
<GradientPreview
title={project.title}
description={project.description}
palette={project.palette}
seed={WINDOW_SEED}
paused={paused}
/>
{/* The keys: each puts its project in the window. A small row, centred, so the window leads. */}
<div role="radiogroup" aria-label="Projects" className="mx-auto mt-[0.7em] grid w-[60%] grid-cols-3 gap-[0.45em]">
{PROJECTS.map((p, i) => (
<GradientKey
key={p.title}
role="radio"
aria-checked={i === at}
tabIndex={i === at ? 0 : -1}
data-key={i}
title={p.title}
palette={p.palette}
seed={p.seed}
selected={i === at}
paused={paused}
onPointerDown={(e) => e.button === 0 && focusQuietly(e.currentTarget)}
onPointerMove={(e) => moved(e) && setAt(i)}
onClick={() => setAt(i)}
onKeyDown={(e) => onKeyKeyDown(e, i)}
/>
))}
</div>
</div>
</div>
);
}