crafts
Every one of these came out of a real product, then got pulled back out and made portable. They depend on React, lucide-react for icons, and a two-line cn helper. That is the whole list. No Framer Motion, no Radix, no context to wire up.
Colours resolve to CSS custom properties, so adopting one means copying the file and pointing about six variables at your own tokens. Each has a note on the principle it exists to demonstrate, because the value is in the reasoning more than the code.
02 · tooltip.tsx
Tooltip
The first one waits out the delay; the rest open instantly while you are still sweeping the row. Each scales from its trigger, not from its own centre.
Live
Notifications⌘ + NSettings⌘ + ,ShortcutsPress ?RepositoryOpens GitHubcomponents/craft/tooltip.tsx "use client"; import { createContext, useCallback, useContext, useEffect, useId, useMemo, useRef, useState, } from "react"; import { cn } from "../../lib/cn"; type Side = "top" | "bottom" | "left" | "right"; type GroupState = { openUntil: number }; const TooltipGroup = createContext<{ get(): GroupState; touch(): void } | null>( null, ); /** * Wrap a cluster of tooltips (a toolbar, an icon row) so the *first* one waits * out the delay but the rest open instantly while the user is still sweeping * across the group. The delay exists to stop tooltips firing on a pointer * merely passing through; once the user has demonstrably stopped to read one, * that reason is gone, and keeping the delay just makes the toolbar feel slow. */ export function TooltipProvider({ children, /** How long instant-mode survives after the last tooltip closes, in ms. */ grace = 400, }: { children: React.ReactNode; grace?: number; }) { const state = useRef<GroupState>({ openUntil: 0 }); const api = useMemo( () => ({ get: () => state.current, touch: () => { state.current.openUntil = Date.now() + grace; }, }), [grace], ); return <TooltipGroup.Provider value={api}>{children}</TooltipGroup.Provider>; } type Props = { children: React.ReactNode; label: string; description?: string; side?: Side; /** Delay before the first tooltip in a group appears, in ms. */ delay?: number; }; export function Tooltip({ children, label, description, side = "top", delay = 350, }: Props) { const group = useContext(TooltipGroup); const [open, setOpen] = useState(false); const [instant, setInstant] = useState(false); const timer = useRef<ReturnType<typeof setTimeout> | null>(null); const id = useId(); const clear = () => { if (timer.current) clearTimeout(timer.current); timer.current = null; }; useEffect(() => clear, []); const show = useCallback( (immediate = false) => { clear(); const skip = immediate || (group ? Date.now() < group.get().openUntil : false); setInstant(skip); if (skip) { setOpen(true); return; } timer.current = setTimeout(() => setOpen(true), delay); }, [delay, group], ); const hide = useCallback(() => { clear(); if (open) group?.touch(); setOpen(false); }, [group, open]); // Escape closes without moving the pointer. A tooltip must never trap focus // or sit stubbornly over the thing you are trying to read. useEffect(() => { if (!open) return; const onKey = (e: KeyboardEvent) => e.key === "Escape" && hide(); document.addEventListener("keydown", onKey); return () => document.removeEventListener("keydown", onKey); }, [open, hide]); return ( <span className="relative inline-flex" onPointerEnter={(e) => e.pointerType !== "touch" && show()} onPointerLeave={hide} onFocus={() => show(true)} onBlur={hide} > <span aria-describedby={open ? id : undefined}>{children}</span> <span id={id} role="tooltip" data-side={side} data-open={open || undefined} // The origin is the trigger, not the tooltip's own centre: a popover // that scales out of the element you are pointing at keeps the // relationship between the two obvious. className={cn( "pointer-events-none absolute z-50 w-max max-w-[220px] rounded-md", "border border-line bg-surface px-2.5 py-1.5 shadow-md", "transition-[opacity,transform] ease-out", instant ? "duration-0" : "duration-[150ms]", "opacity-0 scale-[0.96]", "data-[open]:opacity-100 data-[open]:scale-100", side === "top" && "bottom-full left-1/2 mb-2 -translate-x-1/2 origin-bottom", side === "bottom" && "top-full left-1/2 mt-2 -translate-x-1/2 origin-top", side === "left" && "right-full top-1/2 mr-2 -translate-y-1/2 origin-right", side === "right" && "left-full top-1/2 ml-2 -translate-y-1/2 origin-left", )} > <span className="block whitespace-nowrap text-[12px] font-medium text-fg"> {label} </span> {description ? ( <span className="mt-0.5 block text-[11px] leading-snug text-dim"> {description} </span> ) : null} </span> </span> ); } export default Tooltip;03 · segmented-control.tsx
SegmentedControl
The labels are rendered twice and the active copy is clipped to the thumb, so the text changes colour as the thumb passes over it rather than a beat ahead of it.
Live
1,206ranked leads
components/craft/segmented-control.tsx "use client"; import { useCallback, useEffect, useLayoutEffect, useRef, useState, } from "react"; import { cn } from "../../lib/cn"; type Option<T extends string> = { value: T; label: string }; type Props<T extends string> = { options: readonly Option<T>[]; value: T; onChange: (value: T) => void; "aria-label": string; className?: string; }; const useIsoLayoutEffect = typeof window !== "undefined" ? useLayoutEffect : useEffect; /** * Segmented control with a clip-path colour transition. * * The label row is rendered twice. The lower copy is styled inactive; the upper * copy is styled active and clipped to exactly the selected segment. Sliding * the clip in lockstep with the thumb means the text colour changes *as the * thumb passes over it*, pixel by pixel, which you cannot get by timing a * `color` transition on each label, where the text always flips slightly ahead * of or behind the thumb. * * Arrow keys move the selection, as a native radio group would. */ export function SegmentedControl<T extends string>({ options, value, onChange, className, ...rest }: Props<T>) { const list = useRef<HTMLDivElement>(null); const items = useRef<(HTMLButtonElement | null)[]>([]); const [rect, setRect] = useState({ left: 0, width: 0, track: 0 }); const [ready, setReady] = useState(false); const index = Math.max( 0, options.findIndex((o) => o.value === value), ); const measure = useCallback(() => { const el = items.current[index]; const parent = list.current; if (!el || !parent) return; // Track width is measured here and kept in state rather than read off the // ref during render, where it would be null on first pass and stale after. setRect({ left: el.offsetLeft, width: el.offsetWidth, track: parent.offsetWidth, }); }, [index]); useIsoLayoutEffect(() => { measure(); // Skip the transition on first paint so the thumb doesn't slide in from 0. const id = requestAnimationFrame(() => setReady(true)); return () => cancelAnimationFrame(id); }, [measure]); useEffect(() => { if (!list.current || typeof ResizeObserver === "undefined") return; const ro = new ResizeObserver(measure); ro.observe(list.current); return () => ro.disconnect(); }, [measure]); function onKeyDown(e: React.KeyboardEvent) { const delta = e.key === "ArrowRight" ? 1 : e.key === "ArrowLeft" ? -1 : 0; if (!delta) return; e.preventDefault(); const next = (index + delta + options.length) % options.length; onChange(options[next].value); items.current[next]?.focus(); } const track = rect.track || 1; const right = Math.max(0, 100 - ((rect.left + rect.width) / track) * 100); const left = (rect.left / track) * 100; const clip = `inset(0 ${right}% 0 ${left}%)`; const transition = ready ? "transition-[transform,width,clip-path] duration-slow ease-in-out" : ""; return ( <div ref={list} role="radiogroup" onKeyDown={onKeyDown} className={cn( "relative isolate inline-flex rounded-lg border border-line bg-bg-subtle p-1", className, )} {...rest} > {/* thumb */} <span aria-hidden className={cn( "absolute inset-y-1 left-0 -z-10 rounded-md bg-surface shadow-sm", transition, )} style={{ width: rect.width, transform: `translateX(${rect.left}px)` }} /> {/* base (inactive) layer */} {options.map((o, i) => ( <button key={o.value} ref={(el) => { items.current[i] = el; }} type="button" role="radio" aria-checked={o.value === value} tabIndex={o.value === value ? 0 : -1} onClick={() => onChange(o.value)} className={cn( "relative rounded-md px-3 py-1.5 text-[13px] font-medium text-dim", "transition-transform duration-fast ease-out active:scale-[0.97]", )} > {o.label} </button> ))} {/* active layer, clipped to the thumb */} <div aria-hidden className={cn( "pointer-events-none absolute inset-0 flex p-1 text-fg", transition, )} style={{ clipPath: clip }} > {options.map((o) => ( <span key={o.value} className="rounded-md px-3 py-1.5 text-[13px] font-semibold" > {o.label} </span> ))} </div> </div> ); } export default SegmentedControl;04 · animated-number.tsx
AnimatedNumber
Only the digits that changed roll. Tabular figures stop the layout twitching mid-roll, which is why most hand-rolled counters look unstable.
Live
$1,206
components/craft/animated-number.tsx "use client"; import { useEffect, useRef, useState } from "react"; import { useInView } from "./use-in-view"; import { cn } from "../../lib/cn"; type Props = { value: number; /** Rendered before the number, e.g. "$". */ prefix?: string; /** Rendered after the number, e.g. "%" or "ms". */ suffix?: string; /** Locale-aware grouping, on by default. */ format?: boolean; /** * Count up from zero the first time it scrolls into view. Worth it for a * headline figure the page is making an argument with; noise for a value the * reader is only glancing at. */ countUp?: boolean; className?: string; }; /** * A number that rolls to its new value one digit at a time. * * Only the digits that actually changed move: each column is a 0–9 strip * translated on the Y axis, so going 199 → 200 rolls three columns while * 200 → 201 rolls one. Rolling the whole number for a single-digit change * reads as noise. * * Everything is `font-variant-numeric: tabular-nums`, which is what stops the * layout twitching as glyph widths change mid-roll, which is why most * hand-rolled counters look unstable. * * Under reduced motion the value simply updates. A rolling number is * decorative; the number is the information. */ export function AnimatedNumber({ value, prefix, suffix, format = true, countUp = false, className, }: Props) { const [mounted, setMounted] = useState(false); useEffect(() => setMounted(true), []); const [ref, { inView, armed }] = useInView<HTMLSpanElement>(-40); const [shown, setShown] = useState(countUp ? 0 : value); const raf = useRef<number | null>(null); useEffect(() => { if (!countUp) { setShown(value); return; } // Only count when the reveal actually armed; otherwise show the value. if (!armed) { setShown(value); return; } if (!inView) return; // Ease-out so it arrives quickly and settles, rather than crawling the // whole way. A linear count reads as a progress bar, not an arrival. const start = performance.now(); const D = 900; const tick = (now: number) => { const t = Math.min(1, (now - start) / D); const eased = 1 - Math.pow(1 - t, 3); setShown(Math.round(value * eased)); if (t < 1) raf.current = requestAnimationFrame(tick); }; raf.current = requestAnimationFrame(tick); return () => { if (raf.current) cancelAnimationFrame(raf.current); }; }, [countUp, inView, armed, value]); // While counting, the per-digit roll is suppressed: thirty updates a second // against a 520ms transition is a blur, not an odometer. const counting = countUp && shown !== value; const display = countUp ? shown : value; const text = format ? display.toLocaleString("en-US") : String(display); const chars = text.split(""); return ( <span ref={ref} className={cn("tnum inline-flex items-baseline", className)} > {/* The digit strips are decoration. Screen readers get real text, because aria-label on a generic span is not reliably announced and role="text" only exists in Safari. */} {/* The final value, always. A screen reader should never be read a number that is mid-count. */} <span className="sr-only">{`${prefix ?? ""}${ format ? value.toLocaleString("en-US") : String(value) }${suffix ?? ""}`}</span> <span aria-hidden className="inline-flex items-baseline"> {prefix ? <span>{prefix}</span> : null} {chars.map((c, i) => /\d/.test(c) ? ( <Digit key={i} digit={Number(c)} animate={mounted && !counting} /> ) : ( <span key={i}>{c}</span> ), )} {suffix ? <span>{suffix}</span> : null} </span> </span> ); } function Digit({ digit, animate }: { digit: number; animate: boolean }) { const first = useRef(true); useEffect(() => { first.current = false; }, []); return ( <span className="relative inline-block overflow-hidden tabular-nums" style={{ height: "1em", width: "1ch", verticalAlign: "bottom" }} > <span className="absolute inset-x-0 top-0 flex flex-col motion-reduce:!transition-none" style={{ transform: `translateY(${-digit}em)`, transition: animate && !first.current ? "transform 520ms var(--ease-out)" : undefined, }} > {[0, 1, 2, 3, 4, 5, 6, 7, 8, 9].map((n) => ( <span key={n} style={{ height: "1em", lineHeight: "1em" }}> {n} </span> ))} </span> </span> ); } export default AnimatedNumber;05 · hold-to-confirm.tsx
HoldToConfirm
Slow going in, snappy coming back: deliberate where the user is deciding, immediate where the system is responding. The fill is a clip-path, so it never reflows.
Live
3 remainingcomponents/craft/hold-to-confirm.tsx "use client"; import { useCallback, useEffect, useRef, useState } from "react"; import { cn } from "../../lib/cn"; type Props = { children: React.ReactNode; onConfirm: () => void; /** How long the hold must last, in ms. */ duration?: number; /** Destructive styling: red fill instead of accent. */ destructive?: boolean; className?: string; }; /** * Hold-to-confirm: a destructive action that needs deliberate intent but no * modal. * * Two details do the work. * * The fill is a `clip-path: inset()` overlay rather than an animated width, so * it composites on the GPU and never reflows the label underneath. * * The timing is deliberately asymmetric: slow going in (the user is deciding), * snappy coming back (the system is responding). A release that unwound as * slowly as the press would feel like the button was arguing with you. * * Escape aborts, and the whole thing is keyboard-operable via Space/Enter hold. */ export function HoldToConfirm({ children, onConfirm, duration = 1200, destructive = true, className, }: Props) { const [holding, setHolding] = useState(false); const [done, setDone] = useState(false); const timer = useRef<ReturnType<typeof setTimeout> | null>(null); const cancel = useCallback(() => { if (timer.current) clearTimeout(timer.current); timer.current = null; setHolding(false); }, []); const begin = useCallback(() => { if (timer.current || done) return; setHolding(true); timer.current = setTimeout(() => { timer.current = null; setHolding(false); setDone(true); onConfirm(); setTimeout(() => setDone(false), 1400); }, duration); }, [duration, onConfirm, done]); useEffect(() => cancel, [cancel]); useEffect(() => { if (!holding) return; const onKey = (e: KeyboardEvent) => e.key === "Escape" && cancel(); document.addEventListener("keydown", onKey); return () => document.removeEventListener("keydown", onKey); }, [holding, cancel]); return ( <button type="button" onPointerDown={(e) => { e.currentTarget.setPointerCapture(e.pointerId); begin(); }} onPointerUp={cancel} onPointerCancel={cancel} onKeyDown={(e) => { if (e.key === " " || e.key === "Enter") { e.preventDefault(); begin(); } }} onKeyUp={cancel} aria-label={done ? "Confirmed" : "Press and hold to confirm"} className={cn( "relative isolate select-none overflow-hidden rounded-md border px-3.5 py-2", "text-[13px] font-medium", "transition-[transform,border-color,color] duration-fast ease-out", "active:scale-[0.98] touch-none", done ? "border-live/50 text-live" : destructive ? "border-line text-muted hover:border-red-500/40 hover:text-fg" : "border-line text-muted hover:border-accent/40 hover:text-fg", className, )} > {/* Fill layer. Slow in, fast out. The whole feel lives in these two transition declarations. */} <span aria-hidden className={cn( "absolute inset-0 -z-10", destructive ? "bg-red-500/20" : "bg-accent-soft", )} style={{ clipPath: holding ? "inset(0 0 0 0)" : "inset(0 100% 0 0)", transition: holding ? `clip-path ${duration}ms linear` : "clip-path 200ms var(--ease-out)", }} /> <span className="relative">{done ? "confirmed" : children}</span> </button> ); } export default HoldToConfirm;06 · sheet.tsx
Sheet
1:1 tracking, momentum projected forward on release, the finger's velocity handed to the spring, rubber-banding at the top, interruptible at any frame.
also needs: use-spring.ts
Live
components/craft/sheet.tsx "use client"; import { useCallback, useEffect, useRef } from "react"; import { cn } from "../../lib/cn"; import { project, rubberband, useReducedMotion, useSpring } from "./use-spring"; type Props = { open: boolean; onClose: () => void; children: React.ReactNode; title: string; className?: string; }; const CLOSE_VELOCITY = 350; // px/s. A flick this fast dismisses regardless of distance const CLOSE_FRACTION = 0.45; // or drag past this share of the sheet's height /** * A bottom sheet you can throw. * * This is the piece where a CSS transition genuinely cannot get you there, and * the reasons are worth naming: * * **1:1 tracking with the grab offset.** The sheet stays glued to the finger * from wherever you grabbed it. Snapping to a fixed point on press breaks the * illusion in the first frame. * * **Momentum projection.** On release it does not snap to whichever end is * closer. It asks where the sheet *would* come to rest given the release * velocity, using Apple's exponential-decay projection rather than the textbook v²/2a, and * commits to the outcome nearest that. A short fast flick dismisses; a long * slow drag that stops halfway springs back. * * **Velocity handoff.** The spring starts at the exact velocity the finger left * at, so there is no seam between dragging and animating. * * **Rubber-banding.** Dragging up past the top meets progressive resistance * instead of a wall. A hard stop reads as frozen. * * **Interruptible.** Grab a sheet that is already animating closed and it * follows your finger again from wherever it currently is, because the spring * animates from the on-screen value rather than a logical target. * * Note: the whole panel is the drag surface, which is right for short sheets * and wrong for scrollable ones. If you put a scroll region inside, move the * pointer handlers onto the grab handle and only allow the drag to start when * the region is already at scrollTop 0. */ export function Sheet({ open, onClose, children, title, className }: Props) { const panel = useRef<HTMLDivElement>(null); const scrim = useRef<HTMLDivElement>(null); const reduced = useReducedMotion(); const drag = useRef({ active: false, pointerId: -1, startPointerY: 0, startY: 0, history: [] as { y: number; t: number }[], }); const paint = useCallback((y: number) => { const el = panel.current; if (!el) return; el.style.transform = `translate3d(0, ${y}px, 0)`; const h = el.offsetHeight || 1; // Scrim opacity tracks the sheet, so the background dims continuously // during the drag instead of only at the end. scrim.current?.style.setProperty("opacity", String(Math.max(0, 1 - y / h))); }, []); const y = useSpring(9999, { bounce: 0, duration: 0.38 }, paint); const height = () => panel.current?.offsetHeight ?? 0; // Open / close. Bounce stays at 0 here: nothing the user did carried // momentum, so overshoot would be decoration pretending to be physics. const mounted = useRef(false); useEffect(() => { const settle = () => height() || window.innerHeight; if (reduced || !mounted.current) { mounted.current = true; y.jump(open ? 0 : settle()); return; } if (open) { const h = height() || window.innerHeight; if (y.value.current > h - 1) y.jump(h); y.set(0); } else { y.set(height() || window.innerHeight); } }, [open, y, reduced]); // Escape, and a scroll lock that does not reflow the page. useEffect(() => { if (!open) return; const onKey = (e: KeyboardEvent) => e.key === "Escape" && onClose(); document.addEventListener("keydown", onKey); const prev = document.body.style.overflow; document.body.style.overflow = "hidden"; return () => { document.removeEventListener("keydown", onKey); document.body.style.overflow = prev; }; }, [open, onClose]); function onPointerDown(e: React.PointerEvent) { if (drag.current.active) return; // ignore a second finger mid-drag const el = panel.current; if (!el) return; // Capture so tracking survives the pointer leaving the sheet's bounds. // Throws NotFoundError if the pointer is no longer active, which happens // with synthetic events and with a pointer cancelled by the OS between the // event firing and this handler running. A throw here would kill the drag // outright, so it is swallowed and tracking continues uncaptured. try { el.setPointerCapture(e.pointerId); } catch { /* uncaptured drag still tracks while the pointer is over the sheet */ } y.stop(); // take over from any in-flight animation, at its current value drag.current = { active: true, pointerId: e.pointerId, startPointerY: e.clientY, // Anchor to wherever the sheet currently *is* on screen. Grab one // mid-flight and it keeps its position instead of jumping to a target. startY: y.value.current, history: [{ y: e.clientY, t: performance.now() }], }; } function onPointerMove(e: React.PointerEvent) { const d = drag.current; if (!d.active || e.pointerId !== d.pointerId) return; const el = panel.current; if (!el) return; // Pure delta: the sheet moves exactly as far as the finger did, from // wherever it was grabbed. const raw = d.startY + (e.clientY - d.startPointerY); // Past the top, resist rather than stop. const next = raw < 0 ? rubberband(raw, el.offsetHeight) : raw; y.jump(next); d.history.push({ y: e.clientY, t: performance.now() }); if (d.history.length > 6) d.history.shift(); } function onPointerUp(e: React.PointerEvent) { const d = drag.current; if (!d.active || e.pointerId !== d.pointerId) return; d.active = false; const h = height() || 1; const first = d.history[0]; const last = d.history[d.history.length - 1]; const dt = Math.max(1, last.t - first.t); const velocity = ((last.y - first.y) / dt) * 1000; // px/s, downward positive // Where would it land? Decide from the projection, not the release point. const landing = y.value.current + project(velocity); const dismiss = velocity > CLOSE_VELOCITY || (velocity > -CLOSE_VELOCITY && landing > h * CLOSE_FRACTION); // Hand the finger's velocity to the spring. A little bounce is earned here // and only here, because the motion that follows continues a real throw. if (dismiss) { y.set(h, { velocity }); onClose(); } else { y.set(0, { velocity }); } } return ( <div className={cn("fixed inset-0 z-50", !open && "pointer-events-none")} aria-hidden={!open} > <div ref={scrim} onClick={onClose} className="material absolute inset-0 bg-black/50 backdrop-blur-[2px] transition-opacity duration-slow ease-out" style={{ opacity: 0 }} /> <div ref={panel} role="dialog" aria-modal="true" aria-label={title} onPointerDown={onPointerDown} onPointerMove={onPointerMove} onPointerUp={onPointerUp} onPointerCancel={onPointerUp} style={{ transform: "translate3d(0, 100%, 0)" }} className={cn( "absolute inset-x-0 bottom-0 mx-auto w-full max-w-lg touch-none", "rounded-t-xl border border-line bg-surface pb-[env(safe-area-inset-bottom)] shadow-lg", "will-change-transform", className, )} > <div className="flex cursor-grab justify-center py-3 active:cursor-grabbing"> <span aria-hidden className="h-1 w-9 rounded-full bg-line-strong" /> </div> <div className="px-5 pb-6">{children}</div> </div> </div> ); } export default Sheet;components/craft/use-spring.ts "use client"; import { useCallback, useEffect, useRef, useState } from "react"; export type SpringConfig = { /** * Overshoot, 0–1. `0` is critically damped (settles without bouncing) and is * the right default for almost all UI. Reach for bounce only when the gesture * that triggered the motion carried momentum: a flick, a throw, a drag * release. Overshoot on a menu that merely faded in reads as wrong. */ bounce?: number; /** * How quickly the value reaches its target, in seconds. This is not a * duration; a spring has no fixed duration, its settle time emerges from the * parameters. Lower is snappier. */ duration?: number; /** Stop threshold in value units. */ restDelta?: number; }; const DEFAULTS: Required<SpringConfig> = { bounce: 0, duration: 0.4, restDelta: 0.01, }; /** * A minimal, interruptible spring driven by requestAnimationFrame. * * Two properties matter and are the whole reason not to use a CSS transition * for gesture-driven motion: * * 1. It always animates from the *presentation* value, the number currently on * screen, so re-targeting mid-flight never produces a visible jump. * 2. It carries velocity through a re-target. Swapping one tween for another at * a gesture reversal creates a velocity discontinuity that reads as hitting a * brick wall; blending velocity is what makes a reversal feel physical. * * Returns a live ref rather than React state so the animation never costs a * render. Read `value.current` inside your own rAF loop, or pass `onChange`. * * @example * const y = useSpring(0, { bounce: 0.2, duration: 0.4 }); * y.set(240, { velocity: releaseVelocity }); // hand off the pointer's velocity */ export function useSpring( initial: number, config: SpringConfig = {}, onChange?: (value: number) => void, ) { const { bounce, duration, restDelta } = { ...DEFAULTS, ...config }; const value = useRef(initial); const velocity = useRef(0); const target = useRef(initial); const raf = useRef<number | null>(null); const last = useRef(0); const cb = useRef(onChange); cb.current = onChange; const stop = useCallback(() => { if (raf.current !== null) cancelAnimationFrame(raf.current); raf.current = null; }, []); const tick = useCallback( (now: number) => { const dt = Math.min((now - last.current) / 1000, 1 / 30); // clamp tab-switch jumps last.current = now; // Apple's designer-facing parameters mapped onto the physics. const dampingRatio = 1 - bounce; const undampedFreq = (2 * Math.PI) / duration; const stiffness = undampedFreq * undampedFreq; const damping = 2 * dampingRatio * undampedFreq; // Sub-step so a dropped frame can't destabilise the integration. const steps = Math.max(1, Math.ceil(dt / (1 / 240))); const h = dt / steps; for (let i = 0; i < steps; i++) { const displacement = value.current - target.current; const accel = -stiffness * displacement - damping * velocity.current; velocity.current += accel * h; value.current += velocity.current * h; } const settled = Math.abs(value.current - target.current) < restDelta && Math.abs(velocity.current) < restDelta * 10; if (settled) { value.current = target.current; velocity.current = 0; cb.current?.(value.current); raf.current = null; return; } cb.current?.(value.current); raf.current = requestAnimationFrame(tick); }, [bounce, duration, restDelta], ); const start = useCallback(() => { if (raf.current !== null) return; // already running: it will pick up the new target last.current = performance.now(); raf.current = requestAnimationFrame(tick); }, [tick]); /** Re-target. Pass `velocity` to hand off a gesture's release velocity. */ const set = useCallback( (to: number, opts?: { velocity?: number }) => { target.current = to; if (opts?.velocity !== undefined) velocity.current = opts.velocity; start(); }, [start], ); /** Jump without animating, for 1:1 tracking while a pointer is down. */ const jump = useCallback( (to: number) => { stop(); value.current = to; target.current = to; velocity.current = 0; cb.current?.(to); }, [stop], ); useEffect(() => stop, [stop]); return { value, velocity, set, jump, stop }; } /** * Apple's momentum projection, from the Designing Fluid Interfaces sample code. * Given a release velocity, where would the content come to rest? Snap to the * target nearest *that* point rather than the nearest point to the release * position. This is what makes a flick feel like it throws the element. * * Note this is exponential decay, not the physics-textbook `v² / 2a`. */ export function project(velocity: number, decelerationRate = 0.998) { return ((velocity / 1000) * decelerationRate) / (1 - decelerationRate); } /** * Progressive resistance past a boundary. Real things slow before they stop; a * hard stop reads as frozen, continuous resistance reads as "responsive, but * there is nothing more here". */ export function rubberband( overshoot: number, dimension: number, constant = 0.55, ) { return ( (overshoot * dimension * constant) / (dimension + constant * Math.abs(overshoot)) ); } /** Live `prefers-reduced-motion`, kept in sync if the user changes it. */ export function useReducedMotion() { const [reduced, setReduced] = useState(false); useEffect(() => { const mq = window.matchMedia("(prefers-reduced-motion: reduce)"); setReduced(mq.matches); const on = () => setReduced(mq.matches); mq.addEventListener("change", on); return () => mq.removeEventListener("change", on); }, []); return reduced; }07 · spotlight-card.tsx
SpotlightCard
Nothing in the physical world tracks you with zero lag. A spring on the pointer position is the whole difference between a gradient and a material.
also needs: use-spring.ts
Live
Card
move your pointer across this
The glow lags very slightly behind the pointer, on a spring, with X and Y on independent springs so diagonals do not cut the corner.
components/craft/spotlight-card.tsx "use client"; import { useCallback, useEffect, useRef } from "react"; import { cn } from "../../lib/cn"; import { useReducedMotion, useSpring } from "./use-spring"; type Props = { children: React.ReactNode; className?: string; /** Radius of the glow in px. */ size?: number; as?: "div" | "article" | "li"; }; /** * A card with a spotlight that follows the pointer on a spring. * * Binding the glow straight to the pointer position looks artificial, because * nothing in the physical world tracks you with zero lag. Running the position * through a spring gives it a trace of momentum and weight, and that is the * entire difference between "a gradient that follows the mouse" and something * that feels like a material. * * X and Y get their own independent springs. A single spring over 2D distance * desynchronises the moment the two axes have different velocities, which shows * up as the glow cutting a corner on diagonal movement. * * This is decoration and it knows it: it writes CSS custom properties from * inside a rAF loop rather than through React state, it never runs on touch or * coarse pointers, and it turns itself off entirely under reduced motion. */ export function SpotlightCard({ children, className, size = 380, as = "div", }: Props) { // Widened deliberately: the element varies with `as`, and pinning the ref to // one tag's interface buys nothing here: the only thing read off it is // getBoundingClientRect, which every element has. const Tag = as as React.ElementType; const ref = useRef<HTMLElement>(null); const reduced = useReducedMotion(); const write = useCallback((axis: "x" | "y", v: number) => { ref.current?.style.setProperty(`--spot-${axis}`, `${v}px`); }, []); const x = useSpring(0, { bounce: 0, duration: 0.45 }, (v) => write("x", v)); const y = useSpring(0, { bounce: 0, duration: 0.45 }, (v) => write("y", v)); useEffect(() => { const el = ref.current; if (!el || reduced) return; if (!window.matchMedia("(hover: hover) and (pointer: fine)").matches) return; const onMove = (e: PointerEvent) => { const r = el.getBoundingClientRect(); x.set(e.clientX - r.left); y.set(e.clientY - r.top); }; const onEnter = (e: PointerEvent) => { const r = el.getBoundingClientRect(); // Jump on entry rather than springing in from the last position, or the // glow swings across the card every time you re-enter it. x.jump(e.clientX - r.left); y.jump(e.clientY - r.top); el.style.setProperty("--spot-opacity", "1"); }; const onLeave = () => el.style.setProperty("--spot-opacity", "0"); el.addEventListener("pointerenter", onEnter); el.addEventListener("pointermove", onMove); el.addEventListener("pointerleave", onLeave); return () => { el.removeEventListener("pointerenter", onEnter); el.removeEventListener("pointermove", onMove); el.removeEventListener("pointerleave", onLeave); }; }, [x, y, reduced]); return ( <Tag ref={ref} className={cn( "group relative isolate overflow-hidden rounded-lg border border-line bg-surface", "transition-colors duration-slow ease-out hover:border-line-strong", className, )} style={{ ["--spot-opacity" as string]: "0" }} > <span aria-hidden className="pointer-events-none absolute inset-0 -z-10 transition-opacity duration-slow ease-out motion-reduce:hidden" style={{ opacity: "var(--spot-opacity)", background: `radial-gradient(${size}px circle at var(--spot-x, 50%) var(--spot-y, 50%), var(--accent-soft), transparent 70%)`, }} /> {children} </Tag> ); } export default SpotlightCard;components/craft/use-spring.ts "use client"; import { useCallback, useEffect, useRef, useState } from "react"; export type SpringConfig = { /** * Overshoot, 0–1. `0` is critically damped (settles without bouncing) and is * the right default for almost all UI. Reach for bounce only when the gesture * that triggered the motion carried momentum: a flick, a throw, a drag * release. Overshoot on a menu that merely faded in reads as wrong. */ bounce?: number; /** * How quickly the value reaches its target, in seconds. This is not a * duration; a spring has no fixed duration, its settle time emerges from the * parameters. Lower is snappier. */ duration?: number; /** Stop threshold in value units. */ restDelta?: number; }; const DEFAULTS: Required<SpringConfig> = { bounce: 0, duration: 0.4, restDelta: 0.01, }; /** * A minimal, interruptible spring driven by requestAnimationFrame. * * Two properties matter and are the whole reason not to use a CSS transition * for gesture-driven motion: * * 1. It always animates from the *presentation* value, the number currently on * screen, so re-targeting mid-flight never produces a visible jump. * 2. It carries velocity through a re-target. Swapping one tween for another at * a gesture reversal creates a velocity discontinuity that reads as hitting a * brick wall; blending velocity is what makes a reversal feel physical. * * Returns a live ref rather than React state so the animation never costs a * render. Read `value.current` inside your own rAF loop, or pass `onChange`. * * @example * const y = useSpring(0, { bounce: 0.2, duration: 0.4 }); * y.set(240, { velocity: releaseVelocity }); // hand off the pointer's velocity */ export function useSpring( initial: number, config: SpringConfig = {}, onChange?: (value: number) => void, ) { const { bounce, duration, restDelta } = { ...DEFAULTS, ...config }; const value = useRef(initial); const velocity = useRef(0); const target = useRef(initial); const raf = useRef<number | null>(null); const last = useRef(0); const cb = useRef(onChange); cb.current = onChange; const stop = useCallback(() => { if (raf.current !== null) cancelAnimationFrame(raf.current); raf.current = null; }, []); const tick = useCallback( (now: number) => { const dt = Math.min((now - last.current) / 1000, 1 / 30); // clamp tab-switch jumps last.current = now; // Apple's designer-facing parameters mapped onto the physics. const dampingRatio = 1 - bounce; const undampedFreq = (2 * Math.PI) / duration; const stiffness = undampedFreq * undampedFreq; const damping = 2 * dampingRatio * undampedFreq; // Sub-step so a dropped frame can't destabilise the integration. const steps = Math.max(1, Math.ceil(dt / (1 / 240))); const h = dt / steps; for (let i = 0; i < steps; i++) { const displacement = value.current - target.current; const accel = -stiffness * displacement - damping * velocity.current; velocity.current += accel * h; value.current += velocity.current * h; } const settled = Math.abs(value.current - target.current) < restDelta && Math.abs(velocity.current) < restDelta * 10; if (settled) { value.current = target.current; velocity.current = 0; cb.current?.(value.current); raf.current = null; return; } cb.current?.(value.current); raf.current = requestAnimationFrame(tick); }, [bounce, duration, restDelta], ); const start = useCallback(() => { if (raf.current !== null) return; // already running: it will pick up the new target last.current = performance.now(); raf.current = requestAnimationFrame(tick); }, [tick]); /** Re-target. Pass `velocity` to hand off a gesture's release velocity. */ const set = useCallback( (to: number, opts?: { velocity?: number }) => { target.current = to; if (opts?.velocity !== undefined) velocity.current = opts.velocity; start(); }, [start], ); /** Jump without animating, for 1:1 tracking while a pointer is down. */ const jump = useCallback( (to: number) => { stop(); value.current = to; target.current = to; velocity.current = 0; cb.current?.(to); }, [stop], ); useEffect(() => stop, [stop]); return { value, velocity, set, jump, stop }; } /** * Apple's momentum projection, from the Designing Fluid Interfaces sample code. * Given a release velocity, where would the content come to rest? Snap to the * target nearest *that* point rather than the nearest point to the release * position. This is what makes a flick feel like it throws the element. * * Note this is exponential decay, not the physics-textbook `v² / 2a`. */ export function project(velocity: number, decelerationRate = 0.998) { return ((velocity / 1000) * decelerationRate) / (1 - decelerationRate); } /** * Progressive resistance past a boundary. Real things slow before they stop; a * hard stop reads as frozen, continuous resistance reads as "responsive, but * there is nothing more here". */ export function rubberband( overshoot: number, dimension: number, constant = 0.55, ) { return ( (overshoot * dimension * constant) / (dimension + constant * Math.abs(overshoot)) ); } /** Live `prefers-reduced-motion`, kept in sync if the user changes it. */ export function useReducedMotion() { const [reduced, setReduced] = useState(false); useEffect(() => { const mq = window.matchMedia("(prefers-reduced-motion: reduce)"); setReduced(mq.matches); const on = () => setReduced(mq.matches); mq.addEventListener("change", on); return () => mq.removeEventListener("change", on); }, []); return reduced; }08 · marquee.tsx
Marquee
Constant motion is the one case where linear is correct, because easing a loop makes it visibly pulse once per cycle. Stops entirely under reduced motion.
Live
components/craft/marquee.tsx "use client"; import { Children } from "react"; import { cn } from "../../lib/cn"; type Props = { children: React.ReactNode; /** Seconds for one full pass. Longer = slower. */ speed?: number; reverse?: boolean; /** Pause when the pointer is over the track. */ pauseOnHover?: boolean; className?: string; }; /** * An infinite horizontal ticker. * * Constant motion is the one case where `linear` is correct, because easing a loop * makes it visibly pulse once per cycle. The content is duplicated and the * track translated by exactly -50%, which is what keeps the seam invisible at * any width without measuring anything. * * Under reduced motion the track stops and becomes a normal scrollable row, * because a permanently moving band is exactly the kind of thing that setting * exists to switch off. */ export function Marquee({ children, speed = 40, reverse = false, pauseOnHover = true, className, }: Props) { const items = Children.toArray(children); return ( <div className={cn( "edge-fade group relative flex overflow-hidden", "motion-reduce:overflow-x-auto motion-reduce:no-scrollbar", className, )} > {[0, 1].map((copy) => ( <div key={copy} aria-hidden={copy === 1} className={cn( "flex shrink-0 items-center gap-3 pr-3", pauseOnHover && "group-hover:[animation-play-state:paused]", "motion-reduce:!animate-none", )} style={{ animation: `marquee-track ${speed}s linear infinite`, animationDirection: reverse ? "reverse" : "normal", }} > {items} </div> ))} <style>{` @keyframes marquee-track { from { transform: translateX(0); } to { transform: translateX(-100%); } } `}</style> </div> ); } export default Marquee;09 · status-pill.tsx
StatusPill
The pulse lives on a pseudo-ring rather than the dot, so reduced motion can drop the ring without the dot going with it. Status is never carried by colour alone.
Live
LiveIn reviewArchivedcomponents/craft/status-pill.tsx import { cn } from "../../lib/cn"; type Props = { children: React.ReactNode; /** `live` gets the pulsing ring; the rest are static dots. */ tone?: "live" | "neutral" | "accent"; className?: string; }; /** * A small labelled status dot. * * The pulse is a pseudo-element ring rather than an animation on the dot * itself, so the dot stays crisp and the ring can be dropped entirely under * reduced motion without the dot vanishing with it. Status is never carried by * colour alone: the label always says what the colour means. */ export function StatusPill({ children, tone = "neutral", className }: Props) { const color = tone === "live" ? "bg-live" : tone === "accent" ? "bg-accent" : "bg-dim"; return ( <span className={cn( "inline-flex items-center gap-2 rounded-full border border-line bg-surface", "py-1 pl-2.5 pr-3 font-mono text-[11px] uppercase tracking-[0.08em] text-muted", className, )} > <span className="relative grid h-1.5 w-1.5 place-items-center"> <span className={cn("h-1.5 w-1.5 rounded-full", color)} /> {tone === "live" ? ( <span aria-hidden className={cn( "absolute inset-0 rounded-full motion-reduce:hidden", color, )} style={{ animation: "pulse-ring 2.4s var(--ease-out) infinite" }} /> ) : null} </span> {children} </span> ); } export default StatusPill;10 · squircle.tsx
Squircle
An iOS icon is a superellipse, not a rounded rectangle. A rounded rect joins a straight edge to a circular arc and curvature jumps at the seam, and the eye reads it as a pinched corner without knowing why.
Live
n = 2
n = 4.5
n = 12
rounded rect
components/craft/squircle.tsx import { cn } from "../../lib/cn"; /** * Samples a superellipse, |x|ⁿ + |y|ⁿ = 1, normalised into a 0..1 box. * * An iOS icon is not a rounded rectangle. A rounded rectangle joins a straight * edge to a circular arc, and curvature jumps at that seam; the eye reads the * discontinuity as a faintly pinched corner even when it cannot name why. A * superellipse has continuous curvature the whole way round, which is what * makes the shape look poured rather than cut. * * Deriving it from the equation rather than copying the bezier constants that * circulate for this means the shape is checkable: every sampled point * satisfies the equation to within floating-point error, and `n` stays a real * dial instead of a magic number. */ function superellipse(n: number, steps: number) { const pts: [number, number][] = []; for (let i = 0; i < steps; i++) { const t = (i / steps) * 2 * Math.PI; const ct = Math.cos(t); const st = Math.sin(t); pts.push([ 50 + Math.sign(ct) * Math.abs(ct) ** (2 / n) * 50, 50 + Math.sign(st) * Math.abs(st) ** (2 / n) * 50, ]); } return pts; } /** * The shape as a CSS `polygon()` in percentages. * * Percentages resolve against the element's own box, so one string scales to * any size with no measuring, no resize observer, and no `path()` carrying * baked-in pixel coordinates that break the moment the box changes. * * It deliberately does not use an SVG `<clipPath>`. Referencing one means * putting the definition somewhere in the DOM: inside the clipped element it * gets clipped away along with everything else, and outside it, it becomes a * stray node that a flex or grid parent counts as a child. A polygon has * neither problem. * * Straight chords between 64 samples sit ~0.04px inside the true curve at icon * size, under a device pixel even at 3× density. */ export function squirclePolygon(n = 4.5, steps = 64) { return `polygon(${superellipse(n, steps) .map(([x, y]) => `${x.toFixed(3)}% ${y.toFixed(3)}%`) .join(",")})`; } type Props = { children?: React.ReactNode; /** * Superellipse exponent. 2 is an ellipse, high values approach a square. * iOS icons sit around 4.5, which is the default. */ n?: number; className?: string; style?: React.CSSProperties; as?: "div" | "span" | "li" | "a"; } & React.HTMLAttributes<HTMLElement>; /** Clips its children to a squircle. */ export function Squircle({ children, n = 4.5, className, style, as = "div", ...rest }: Props) { const As = as as React.ElementType; return ( <As className={cn("relative", className)} style={{ ...style, clipPath: squirclePolygon(n) }} {...rest} > {children} </As> ); } export default Squircle;12 · browser-frame.tsx
BrowserFrame
No traffic lights. They are the part of this pattern that became decoration, and they say mockup more than they say real site. A chrome bar carrying the actual URL does the useful half.
also needs: squircle.tsx
Live
snapcount.app
components/craft/browser-frame.tsx import Image from "next/image"; import { cn } from "../../lib/cn"; import { Squircle } from "./squircle"; type Props = { src: string; alt: string; /** Shown in the chrome bar. Also the accessible caption. */ url: string; /** Width and height of the source, used to reserve the box. */ width?: number; height?: number; priority?: boolean; className?: string; }; /** * A screenshot in a browser frame. * * Deliberately without the three coloured traffic lights. They are the part of * this pattern that has become decoration: they say "this is a mockup" more * than they say "this is a real site". A single chrome bar carrying the actual * URL does the useful half of the job, which is telling the reader this is a * live page they can go and check. * * The aspect ratio is fixed and the intrinsic size is declared, so the box is * reserved before the image arrives and nothing below it jumps. A screenshot * that shifts the page while loading undoes the point of showing it. */ export function BrowserFrame({ src, alt, url, width = 1600, height = 1000, priority = false, className, }: Props) { return ( <figure className={cn( "overflow-hidden rounded-lg border border-line bg-bg-subtle shadow-md", className, )} > <div className="flex items-center gap-2 border-b border-line px-3 py-2"> <Squircle as="span" className="h-3 w-3 shrink-0 bg-line-strong" aria-hidden /> <span className="mono truncate text-[11px] text-dim">{url}</span> </div> <div className="relative aspect-[16/10] w-full"> <Image src={src} alt={alt} fill sizes="(max-width: 768px) 100vw, (max-width: 1200px) 90vw, 1100px" className="object-cover object-top" priority={priority} // Below the fold on every page that uses it, so it waits its turn // rather than competing with the text for the first paint. loading={priority ? undefined : "lazy"} /> </div> </figure> ); } export default BrowserFrame;components/craft/squircle.tsx import { cn } from "../../lib/cn"; /** * Samples a superellipse, |x|ⁿ + |y|ⁿ = 1, normalised into a 0..1 box. * * An iOS icon is not a rounded rectangle. A rounded rectangle joins a straight * edge to a circular arc, and curvature jumps at that seam; the eye reads the * discontinuity as a faintly pinched corner even when it cannot name why. A * superellipse has continuous curvature the whole way round, which is what * makes the shape look poured rather than cut. * * Deriving it from the equation rather than copying the bezier constants that * circulate for this means the shape is checkable: every sampled point * satisfies the equation to within floating-point error, and `n` stays a real * dial instead of a magic number. */ function superellipse(n: number, steps: number) { const pts: [number, number][] = []; for (let i = 0; i < steps; i++) { const t = (i / steps) * 2 * Math.PI; const ct = Math.cos(t); const st = Math.sin(t); pts.push([ 50 + Math.sign(ct) * Math.abs(ct) ** (2 / n) * 50, 50 + Math.sign(st) * Math.abs(st) ** (2 / n) * 50, ]); } return pts; } /** * The shape as a CSS `polygon()` in percentages. * * Percentages resolve against the element's own box, so one string scales to * any size with no measuring, no resize observer, and no `path()` carrying * baked-in pixel coordinates that break the moment the box changes. * * It deliberately does not use an SVG `<clipPath>`. Referencing one means * putting the definition somewhere in the DOM: inside the clipped element it * gets clipped away along with everything else, and outside it, it becomes a * stray node that a flex or grid parent counts as a child. A polygon has * neither problem. * * Straight chords between 64 samples sit ~0.04px inside the true curve at icon * size, under a device pixel even at 3× density. */ export function squirclePolygon(n = 4.5, steps = 64) { return `polygon(${superellipse(n, steps) .map(([x, y]) => `${x.toFixed(3)}% ${y.toFixed(3)}%`) .join(",")})`; } type Props = { children?: React.ReactNode; /** * Superellipse exponent. 2 is an ellipse, high values approach a square. * iOS icons sit around 4.5, which is the default. */ n?: number; className?: string; style?: React.CSSProperties; as?: "div" | "span" | "li" | "a"; } & React.HTMLAttributes<HTMLElement>; /** Clips its children to a squircle. */ export function Squircle({ children, n = 4.5, className, style, as = "div", ...rest }: Props) { const As = as as React.ElementType; return ( <As className={cn("relative", className)} style={{ ...style, clipPath: squirclePolygon(n) }} {...rest} > {children} </As> ); } export default Squircle;13 · reveal.tsx
Reveal
Fires once on scroll, then disconnects. A page-load entrance below the fold plays to nobody, and it strands content at opacity 0 anywhere animations are paused.
Live
scroll this box
fires once
then disconnects
visible without JS
components/craft/reveal.tsx "use client"; import { cn } from "../../lib/cn"; import { useInView } from "./use-in-view"; type Props = { children: React.ReactNode; /** Stagger index. Each step adds ~55ms. */ index?: number; /** How far below the fold it fires, in px. Negative means "further in". */ margin?: number; className?: string; as?: "div" | "li" | "section" | "article"; } & React.HTMLAttributes<HTMLElement>; /** * Reveals its children when they scroll into view: once, then it stops. * * The point is the *once*. A page-load entrance animation on content below the * fold plays to nobody: by the time the visitor scrolls down it finished * minutes ago, so it costs the same work and buys nothing. Worse, if anything * pauses animations (a background tab, an occluded window, a screenshot * pipeline), the content is stranded at opacity 0. * * So the observer disconnects after firing, the element is visible by default * for anyone without IntersectionObserver or JavaScript, and reduced motion * skips straight to the resting state rather than fading. */ export function Reveal({ children, index = 0, margin = -80, className, as = "div", ...rest }: Props) { // Widened for the same reason as SpotlightCard: the element varies with // `as`, and the only thing read off the ref is getBoundingClientRect. const As = as as React.ElementType; const [ref, { inView }] = useInView<HTMLDivElement>(margin); return ( <As ref={ref} data-hidden={!inView || undefined} style={{ transitionDelay: inView ? `${index * 55}ms` : "0ms" }} className={cn( "transition-[opacity,transform] duration-[520ms] ease-out", "data-[hidden]:translate-y-2.5 data-[hidden]:opacity-0", "motion-reduce:!translate-y-0 motion-reduce:!opacity-100 motion-reduce:transition-none", className, )} > {children} </As> ); } export default Reveal;14 · theme-toggle.tsx
ThemeToggle
The new theme wipes in as a circle centred on the button you just pressed, so the change is anchored to its cause. Degrades to a plain flip without View Transitions.
Live
switches the whole pagecomponents/craft/theme-toggle.tsx "use client"; import { useCallback, useEffect, useRef, useState } from "react"; import { Moon, Sun } from "lucide-react"; import { cn } from "../../lib/cn"; import { THEME_KEY } from "../../lib/theme-script"; import { useReducedMotion } from "./use-spring"; type Theme = "light" | "dark"; const KEY = THEME_KEY; /** * Theme toggle with a circular View Transitions reveal. * * The new theme wipes in as an expanding circle centred on the button you just * pressed, so the change is anchored to its cause rather than appearing to come * from nowhere. Where `startViewTransition` is unavailable it degrades to a * plain attribute flip. The feature is the polish, never the function. * * The abrupt light/dark jump is exactly the kind of brightness change reduced * motion is meant to soften, so that path skips the reveal too. */ export function ThemeToggle({ className }: { className?: string }) { const [theme, setTheme] = useState<Theme>("dark"); const [ready, setReady] = useState(false); const btn = useRef<HTMLButtonElement>(null); const reduced = useReducedMotion(); useEffect(() => { const stored = localStorage.getItem(KEY) as Theme | null; const system = window.matchMedia("(prefers-color-scheme: dark)").matches ? "dark" : "light"; setTheme(stored ?? system); setReady(true); }, []); const apply = useCallback((next: Theme) => { document.documentElement.setAttribute("data-theme", next); document.documentElement.style.colorScheme = next; localStorage.setItem(KEY, next); setTheme(next); }, []); const toggle = useCallback(() => { const next: Theme = theme === "dark" ? "light" : "dark"; const doc = document as Document & { startViewTransition?: (cb: () => void) => { ready: Promise<void> }; }; if (!doc.startViewTransition || reduced) { apply(next); return; } const rect = btn.current?.getBoundingClientRect(); const cx = rect ? rect.left + rect.width / 2 : innerWidth / 2; const cy = rect ? rect.top + rect.height / 2 : innerHeight / 2; // Radius to the furthest corner, so the circle always clears the viewport. const r = Math.hypot( Math.max(cx, innerWidth - cx), Math.max(cy, innerHeight - cy), ); const transition = doc.startViewTransition(() => apply(next)); transition.ready.then(() => { document.documentElement.animate( { clipPath: [ `circle(0px at ${cx}px ${cy}px)`, `circle(${r}px at ${cx}px ${cy}px)`, ], }, { duration: 520, easing: "cubic-bezier(0.23, 1, 0.32, 1)", pseudoElement: "::view-transition-new(root)", }, ); }); }, [theme, apply, reduced]); return ( <button ref={btn} type="button" onClick={toggle} aria-label={`Switch to ${theme === "dark" ? "light" : "dark"} theme`} className={cn( "relative grid h-8 w-8 place-items-center rounded-md border border-line", "bg-surface text-muted transition-[transform,color,background-color] duration-fast ease-out", "hover:bg-surface-hover hover:text-fg active:scale-[0.94]", className, )} > {/* The icon shows where the click takes you, matching the label. Until the stored preference is read neither renders, rather than guessing and visibly flipping on hydration. */} <span className={cn( "col-start-1 row-start-1 transition-[opacity,transform] duration-[200ms] ease-out", ready && theme === "light" ? "rotate-0 opacity-100" : "-rotate-90 opacity-0", )} > <Moon size={15} strokeWidth={2} /> </span> <span className={cn( "absolute transition-[opacity,transform] duration-[200ms] ease-out", ready && theme === "dark" ? "rotate-0 opacity-100" : "rotate-90 opacity-0", )} > <Sun size={15} strokeWidth={2} /> </span> </button> ); } export default ThemeToggle;