"use client"
import {
BellIcon,
CalendarIcon,
CloudIcon,
DatabaseIcon,
GitBranchIcon,
MessageSquareIcon,
} from "lucide-react"
import {
motion,
useReducedMotion as usePrefersReducedMotion,
} from "motion/react"
import {
IntegrationVisual,
type IntegrationItem,
} from "@/components/ui/integration-visual"
import * as React from "react"
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
type Pixel = [x: number, y: number]
/*
* One step of the crawl, in shell-anchored columns. `shift` is how far the
* shell has moved since the cycle began; a cycle moves the snail forward by
* CYCLE_SHIFT columns. Head, shell and tail each move on a different frame,
* so the body stretches and gathers like a real foot instead of sliding.
*/
type Frame = {
tail: number
head: number
/** Stalk tips: back, upright or forward. */
lean: -1 | 0 | 1
shift: number
/** Eyes shut. */
blink?: boolean
/** Nudges the whole snail sideways, for shuffling while it rests. */
dx?: number
/** Lifts the shell off the foot, for a hop. */
bob?: number
/** Where the eyes look: up on raised stalks, level, or down on lowered ones. */
gaze?: -1 | 0 | 1
/** Stretches the neck up a row, or ducks the head down one. */
raise?: -1 | 0 | 1
}
const FRAMES: Frame[] = [
{ tail: 0, head: 16, lean: 0, shift: 0 },
{ tail: 0, head: 17, lean: 1, shift: 0 },
{ tail: -1, head: 17, lean: 1, shift: 1 },
{ tail: -1, head: 16, lean: 0, shift: 2 },
]
const CYCLE_SHIFT = 2
const REST: Frame = FRAMES[0]!
/*
* What a resting snail does: looks about, blinks, reaches, and shuffles a
* pixel forward and back again, so it never ends where it began. The holds
* are uneven on purpose; an even beat reads as a machine.
*/
const IDLE: [frame: Frame, ms: number][] = [
[REST, 1800],
[{ ...REST, lean: 1 }, 700],
[REST, 900],
[{ ...REST, blink: true }, 140],
[REST, 1500],
[{ ...REST, head: 17, lean: 1 }, 600],
[{ ...REST, dx: 1 }, 1600],
[{ ...REST, dx: 1, lean: -1 }, 900],
[{ ...REST, dx: 1 }, 700],
[{ ...REST, dx: 1, blink: true }, 140],
[{ ...REST, dx: 1 }, 1200],
[{ ...REST, tail: -1, head: 16, dx: 0 }, 500],
]
/*
* A little dance: the stalks sway on the beat while the shell hops, then a
* shuffle to one side and back, then a breather so it never turns frantic.
*/
const SWAY: [frame: Frame, ms: number][] = [
[{ ...REST, lean: -1 }, 280],
[{ ...REST, lean: 1, head: 17, bob: 1, gaze: -1 }, 280],
]
const DANCE: [frame: Frame, ms: number][] = [
...SWAY,
...SWAY,
...SWAY,
[REST, 500],
[{ ...REST, blink: true }, 140],
[REST, 400],
[{ ...REST, lean: 1, dx: 1 }, 260],
[{ ...REST, lean: -1, dx: 1, bob: 1 }, 260],
[{ ...REST, lean: 1, dx: 1 }, 260],
[{ ...REST, lean: -1, bob: 1 }, 260],
[REST, 1600],
]
const SHELL = [
"...#####...",
".###.#.###.",
".#.##..#.#.",
"####....###",
"#.#..##...#",
"#.##..#...#",
"##.####..##",
".#.......#.",
".###...###.",
"...#####...",
]
// The shell's top row; it stands a row taller than the head.
const SHELL_TOP = -1
/*
* The drawing spans columns -1 to 22 and rows -4 to 12: room for the shell
* to hop a row and the eyes to rise on stretched stalks. The ground is row
* 12, and the foot's middle, where a sprite is anchored, is column 9.
*/
const MIN_X = -1
const MIN_Y = -4
const COLS = 24
const ROWS = 17
const FOOT_MIDDLE = 9
const GROUND_ROW = 12
const GROUND_PITCH = 4
const SCALE = { sm: 2, default: 3, lg: 4 } as const
const FRAME_MS = { slow: 260, default: 180, fast: 110 } as const
function row(y: number, from: number, to: number): Pixel[] {
return Array.from({ length: to - from + 1 }, (_, i) => [from + i, y])
}
type Drawing = { ink: Pixel[]; whites: Pixel[] }
const EYE_RIM: Pixel[] = [
[1, 0],
[2, 0],
[0, 1],
[3, 1],
[0, 2],
[3, 2],
[1, 3],
[2, 3],
]
const EYE_WHITE: Pixel[] = [
[1, 1],
[2, 1],
[1, 2],
[2, 2],
]
/*
* A googly eye, four pixels square: a rim round a two-by-two white, with a
* one-pixel pupil in the corner it looks toward. Shut, it is a line along
* the bottom.
*/
function eyeball(
left: number,
top: number,
look: { x: number; y: number },
shut: boolean
): Drawing {
const at = ([x, y]: Pixel): Pixel => [left + x, top + y]
if (shut) return { ink: row(top + 3, left, left + 3), whites: [] }
const pupil: Pixel = [look.x < 0 ? 1 : 2, look.y < 0 ? 1 : 2]
return {
ink: [...EYE_RIM, pupil].map(at),
whites: EYE_WHITE.filter(([x, y]) => x !== pupil[0] || y !== pupil[1]).map(
at
),
}
}
function snailPixels({
tail,
head,
lean,
blink = false,
dx = 0,
bob = 0,
gaze = 0,
raise = 0,
}: Frame): Drawing {
const shell = SHELL.flatMap((line, y) =>
[...line].flatMap((cell, x): Pixel[] =>
cell === "#" ? [[x + 1, y + SHELL_TOP - bob]] : []
)
)
/*
* Two stalks splay into a V with an eye on each. The eyes nod forward as
* the head reaches, and ride higher on longer stalks to look up or sink
* onto the head to look down.
*/
const eyeTop = -2 + gaze
const side = (splay: -1 | 1): Drawing => {
const base = head + splay
const stalk: Pixel[] = [[base, 3]]
for (let y = 2; y > eyeTop + 3; y--)
stalk.push([base + splay + (y === eyeTop + 4 ? lean : 0), y])
const left = splay < 0 ? head - 4 + lean : head + 1 + lean
const eye = eyeball(left, eyeTop, { x: lean, y: gaze }, blink)
return { ink: [...stalk, ...eye.ink], whites: eye.whites }
}
const back = side(-1)
const front = side(1)
// The head rides on the neck: raised, the neck fills in under it; ducked,
// it sinks into the neck.
const lift = ([x, y]: Pixel): Pixel => [x, y - raise]
const ink: Pixel[] = [
...shell,
...[
...back.ink,
...front.ink,
...row(4, head - 1, head + 1),
...row(5, head - 2, head + 1),
...row(6, head - 2, head + 1),
...row(7, head - 2, head),
].map(lift),
...(raise > 0 ? row(7, head - 2, head) : []),
...row(8, head - 3, head),
...row(9, tail + 1, head + 1),
...row(10, tail, head + 2),
]
const whites = [...back.whites, ...front.whites].map(lift)
const shift = ([x, y]: Pixel): Pixel => [x + dx, y]
return { ink: ink.map(shift), whites: whites.map(shift) }
}
function groundPixels(distance: number): Pixel[] {
const offset = distance % GROUND_PITCH
return Array.from(
{ length: Math.ceil(COLS / GROUND_PITCH) + 1 },
(_, i): Pixel => [MIN_X + i * GROUND_PITCH - offset, GROUND_ROW]
).filter(([x]) => x >= MIN_X)
}
function useReducedMotion() {
return React.useSyncExternalStore(
(onChange) => {
const list = window.matchMedia("(prefers-reduced-motion: reduce)")
list.addEventListener("change", onChange)
return () => list.removeEventListener("change", onChange)
},
() => window.matchMedia("(prefers-reduced-motion: reduce)").matches,
() => false
)
}
// Parts overlap where they meet, such as a ducked head sinking into the
// neck, so a pixel can be listed twice; each is drawn once.
function Pixels({ pixels }: { pixels: Pixel[] }) {
const unique = new Map(pixels.map(([x, y]) => [`${x}:${y}`, [x, y]]))
return [...unique].map(([key, [x, y]]) => (
<rect key={key} x={x} y={y} width={1} height={1} />
))
}
// The whites of the eyes take the page colour, so the pupils read in either
// theme.
function Drawn({ ink, whites }: Drawing) {
return (
<>
<g className="fill-background">
<Pixels pixels={whites} />
</g>
<Pixels pixels={ink} />
</>
)
}
type Pace = keyof typeof FRAME_MS
function useCrawl(pace: Pace, paused: boolean) {
const [step, setStep] = React.useState(0)
React.useEffect(() => {
if (paused) return
const id = window.setInterval(() => setStep((s) => s + 1), FRAME_MS[pace])
return () => window.clearInterval(id)
}, [pace, paused])
return step
}
function useLoop(script: [frame: Frame, ms: number][], paused: boolean) {
const [beat, setBeat] = React.useState(0)
const index = beat % script.length
React.useEffect(() => {
if (paused) return
const id = window.setTimeout(() => setBeat((b) => b + 1), script[index]![1])
return () => window.clearTimeout(id)
}, [script, index, paused])
return script[index]![0]
}
const ASSEMBLE_TICK_MS = 40
// Time spent at each stage: coarse blocks arriving, then holding, then
// halving, until the art is whole.
const ASSEMBLE_STAGES = [
{ block: 4, ms: 400, reveal: true },
{ block: 4, ms: 120, reveal: false },
{ block: 2, ms: 160, reveal: false },
] as const
const ASSEMBLE_MS = ASSEMBLE_STAGES.reduce((sum, s) => sum + s.ms, 0)
type Assembly = { block: number; shown: number } | "hidden" | "whole"
/*
* The stage comes from the time since mount rather than a count of ticks,
* so a throttled background tab skips ahead instead of dragging it out.
*/
function useAssemble(delay: number | undefined, skip: boolean): Assembly {
const [elapsed, setElapsed] = React.useState(-1)
const active = delay !== undefined && !skip
React.useEffect(() => {
if (!active) return
const start = performance.now() + delay
const id = window.setInterval(() => {
const since = performance.now() - start
setElapsed(since)
if (since >= ASSEMBLE_MS) window.clearInterval(id)
}, ASSEMBLE_TICK_MS)
return () => window.clearInterval(id)
}, [active, delay])
if (!active || elapsed >= ASSEMBLE_MS) return "whole"
if (elapsed < 0) return "hidden"
let rest = elapsed
for (const stage of ASSEMBLE_STAGES) {
if (rest < stage.ms)
return {
block: stage.block,
shown: stage.reveal ? rest / stage.ms : 1,
}
rest -= stage.ms
}
return "whole"
}
// How finely the build-up's progress is reported.
const ASSEMBLE_STEPS = 10
/*
* Reports each step of the build-up once: a new share of blocks, a split to
* smaller blocks, and the finish. A snail shown whole from the start reports
* nothing.
*/
function useAssembleSteps(
assembly: Assembly,
onAssemble: PixelSnailSpriteProps["onAssemble"]
) {
const report = React.useRef(onAssemble)
React.useEffect(() => {
report.current = onAssemble
})
const built = React.useRef(false)
const building = typeof assembly === "object"
const block = building ? assembly.block : 0
const shown = building ? Math.round(assembly.shown * ASSEMBLE_STEPS) : 0
const whole = assembly === "whole"
React.useEffect(() => {
if (building) {
built.current = true
report.current?.({ block, shown: shown / ASSEMBLE_STEPS })
} else if (whole && built.current) {
built.current = false
report.current?.("whole")
}
}, [building, whole, block, shown])
}
/*
* The art at a coarser grid: a block is filled when enough of its pixels
* are. Blocks arrive in a scattered but fixed order, so the snail builds up
* like a picture loading rather than wiping in from one side.
*/
function Mosaic({
pixels,
block,
shown,
}: {
pixels: Pixel[]
block: number
shown: number
}) {
const counts = new Map<string, [number, number, number]>()
for (const [x, y] of pixels) {
const bx = Math.floor((x - MIN_X) / block)
const by = Math.floor((y - MIN_Y) / block)
const key = `${bx}:${by}`
const count = counts.get(key)?.[2] ?? 0
counts.set(key, [bx, by, count + 1])
}
const threshold = Math.max(1, (block * block) / 4)
const blocks = [...counts.values()]
.filter(([, , count]) => count >= threshold)
.sort(([ax, ay], [bx, by]) => scatter(ax, ay) - scatter(bx, by))
return blocks
.slice(0, Math.ceil(blocks.length * shown))
.map(([bx, by]) => (
<rect
key={`${bx}:${by}`}
x={MIN_X + bx * block}
y={MIN_Y + by * block}
width={block}
height={block}
/>
))
}
function scatter(x: number, y: number) {
return ((x * 73856093) ^ (y * 19349663)) % 97
}
type Look = {
/** Behind, level or ahead, from where the snail faces. */
x: -1 | 0 | 1
/** Up, level or down. */
y: -1 | 0 | 1
/** Which way the snail faces: `1` right, as drawn, or `-1` turned round. */
facing?: -1 | 1
}
type PixelSnailSpriteProps = Omit<React.ComponentProps<"g">, "children"> & {
/** Size of one art pixel, in the parent SVG's user units. */
pixel?: number
/** How long each frame of the crawl holds. */
pace?: Pace
/**
* `crawl` walks in place, for riding a path. `rest` idles on the spot,
* looking about and shuffling. `dance` sways and hops on a loop.
*/
mode?: "crawl" | "rest" | "dance"
/**
* Holds still and turns toward a point: the eyes lean, the head reaches or
* pulls back, the neck stretches up or ducks, and `facing` turns the whole
* snail round. Pass `null` to let the mode play.
*/
look?: Look | null
/**
* Builds the snail up from coarse blocks after this many milliseconds,
* instead of showing it at once.
*/
assembleDelay?: number
/**
* Called as the build-up moves on: with the block size and the share of
* blocks shown each time more arrive or the blocks split, then with
* `"whole"` once the art is complete. For syncing sound to the pixels.
*/
onAssemble?: (step: { block: number; shown: number } | "whole") => void
}
/**
* The snail as a bare SVG group for use inside another drawing, such as one
* riding a path with `animateMotion`. Its origin is under the middle of the
* foot, so it sits on the path rather than straddling it.
*/
function PixelSnailSprite({
pixel = 1,
pace = "default",
mode = "crawl",
look = null,
assembleDelay,
onAssemble,
transform,
...props
}: PixelSnailSpriteProps) {
const reduceMotion = useReducedMotion()
const still = reduceMotion || look !== null
const step = useCrawl(pace, still || mode !== "crawl")
const idle = useLoop(IDLE, still || mode !== "rest")
const dance = useLoop(DANCE, still || mode !== "dance")
const assembly = useAssemble(assembleDelay, reduceMotion)
useAssembleSteps(assembly, onAssemble)
const frame: Frame = look
? {
...REST,
head: REST.head + look.x,
lean: look.x,
gaze: look.y,
raise: look.y === 0 ? 0 : look.y === -1 ? 1 : -1,
}
: reduceMotion
? REST
: { crawl: FRAMES[step % FRAMES.length]!, rest: idle, dance }[mode]
const { ink, whites } = snailPixels(frame)
const flip = look?.facing === -1 ? -1 : 1
const origin = `scale(${pixel * flip} ${pixel}) translate(${-FOOT_MIDDLE} -11)`
return (
<g
data-slot="pixel-snail-sprite"
fill="currentColor"
shapeRendering="crispEdges"
transform={transform ? `${transform} ${origin}` : origin}
{...props}
>
{assembly === "hidden" ? null : assembly === "whole" ? (
<Drawn ink={ink} whites={whites} />
) : (
<Mosaic pixels={ink} {...assembly} />
)}
</g>
)
}
type PixelSnailProps = Omit<React.ComponentProps<"div">, "children"> & {
/** Size of one art pixel: 2, 3 or 4 screen pixels. */
size?: keyof typeof SCALE
/** How long each frame of the crawl holds. */
pace?: Pace
/**
* Crawl across the full width of the container and wrap around, instead
* of crawling in place while the ground slides past.
*/
travel?: boolean
/** A dotted line under the snail that shows it moving. */
ground?: boolean
/** Announced to assistive technology while the snail is shown. */
label?: string
}
/**
* A one-colour pixel snail that crawls on a loop, for loading states. It
* draws in `currentColor`, so a text colour class recolours it.
*/
function PixelSnail({
size = "default",
pace = "default",
travel = false,
ground = true,
label = "Loading",
className,
...props
}: PixelSnailProps) {
const reduceMotion = useReducedMotion()
const step = useCrawl(pace, reduceMotion)
const [trackWidth, setTrackWidth] = React.useState(0)
const trackRef = React.useRef<HTMLDivElement>(null)
React.useEffect(() => {
const track = trackRef.current
if (!travel || !track) return
const observer = new ResizeObserver(([entry]) =>
setTrackWidth(entry?.contentRect.width ?? 0)
)
observer.observe(track)
return () => observer.disconnect()
}, [travel])
const frame = FRAMES[step % FRAMES.length]!
const distance = Math.floor(step / FRAMES.length) * CYCLE_SHIFT + frame.shift
const scale = SCALE[size]
const width = COLS * scale
const height = ROWS * scale
const snail = (
<svg
aria-hidden="true"
width={width}
height={height}
viewBox={`${MIN_X} ${MIN_Y} ${COLS} ${ROWS}`}
shapeRendering="crispEdges"
fill="currentColor"
className="block shrink-0"
>
<Drawn {...snailPixels(frame)} />
{ground && !travel ? <Pixels pixels={groundPixels(distance)} /> : null}
</svg>
)
// The snail enters from past the left edge and leaves past the right one,
// stepping a whole art pixel at a time so it never blurs between pixels.
const lap = trackWidth + width
const x =
reduceMotion || lap <= width ? 0 : ((distance * scale) % lap) - width
return (
<div
data-slot="pixel-snail"
data-travel={travel || undefined}
role="status"
className={cn(
"text-foreground",
travel ? "relative w-full overflow-hidden" : "inline-flex",
className
)}
style={travel ? { height } : undefined}
{...props}
>
{/* Text, not aria-label: screen readers read a status region's
content and often skip its name. */}
<span className="sr-only">{label}</span>
{travel ? (
<div ref={trackRef} className="absolute inset-0">
{ground ? (
<div
data-slot="pixel-snail-ground"
aria-hidden="true"
className="absolute inset-x-0"
style={{
top: (GROUND_ROW - MIN_Y) * scale,
height: scale,
backgroundImage: `linear-gradient(to right, currentColor ${scale}px, transparent ${scale}px)`,
backgroundSize: `${GROUND_PITCH * scale}px ${scale}px`,
}}
/>
) : null}
<div
className="absolute top-0 left-0"
style={{ transform: `translateX(${x}px)` }}
>
{snail}
</div>
</div>
) : (
snail
)}
</div>
)
}
const tools: IntegrationItem[] = [
{ title: "Database", icon: <DatabaseIcon /> },
{ title: "Repository", icon: <GitBranchIcon /> },
{ title: "Chat", icon: <MessageSquareIcon /> },
{ title: "Calendar", icon: <CalendarIcon /> },
{ title: "Storage", icon: <CloudIcon /> },
{ title: "Alerts", icon: <BellIcon /> },
]
// A highlight sweeps across the caption so it reads as work in progress.
function Shimmer({ children }: { children: string }) {
const reduceMotion = usePrefersReducedMotion()
if (reduceMotion) {
return <span className="text-xs text-muted-foreground">{children}</span>
}
return (
<motion.span
className="bg-clip-text text-xs text-transparent"
style={{
backgroundImage:
"linear-gradient(90deg, var(--color-muted-foreground) 35%, var(--color-foreground) 50%, var(--color-muted-foreground) 65%)",
backgroundSize: "250% 100%",
}}
initial={{ backgroundPosition: "100% 0" }}
animate={{ backgroundPosition: "0% 0" }}
transition={{ duration: 1.6, repeat: Infinity, ease: "linear" }}
>
{children}
</motion.span>
)
}
function SyncThumbnail() {
return (
<div className="flex aspect-video w-full flex-col items-center justify-center gap-2 rounded-lg bg-muted px-4">
<PixelSnail travel pace="fast" label="Syncing" />
<Shimmer>Syncing 6 sources</Shimmer>
</div>
)
}
export default function IntegrationVisualDemo() {
return (
<div className="w-full max-w-xl overflow-hidden rounded-xl border border-border">
<IntegrationVisual
layout="orbit"
items={tools}
preview={<SyncThumbnail />}
/>
</div>
)
}