YES canvas: size off its own container rect, not window.innerHeight
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Deploy / deploy (push) Successful in 34s
setupCanvas() measured window.innerWidth/innerHeight directly, then a resize listener gated on innerWidth changing (guessing which resize events were "real" vs mobile Safari's address-bar animation). That measurement had nothing to do with .hero-yes's actual CSS height, so the canvas and its box could end up disagreeing - which is what was producing the observed jump in content below the hero on scroll, not the choice of viewport unit on its own. Switched to ResizeObserver on .hero-canvas (which tracks .hero-yes via inset:0), using its contentRect directly. This also drops the innerWidth-gating heuristic entirely: a fixed-height box never fires a ResizeObserver callback during the toolbar animation in the first place, so there's nothing to gate. Also updated the mouse/touch position normalization to use the canvas's own displayWidth/displayHeight instead of window.innerWidth/innerHeight, for the same reason - and fixed the .hero-yes comment, which still described the lvh reasoning from a prior attempt after the height value itself had been changed back to svh directly on origin/main.
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@@ -42,6 +42,7 @@ export class RasterizedYES {
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this.wiggleAmount = 0.5;
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this.setupCanvas();
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this.setupResizeObserver();
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this.setupMouseTracking();
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this.setupClickHandler();
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this.rasterizeText();
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@@ -51,15 +52,24 @@ export class RasterizedYES {
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stop() {
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this.destroyed = true;
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if (this._resizeHandler) {
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window.removeEventListener('resize', this._resizeHandler);
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if (this._resizeObserver) {
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this._resizeObserver.disconnect();
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}
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}
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// Measures the canvases' own containing box (.hero-canvas, which
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// tracks .hero-yes via inset:0) rather than window.innerWidth/
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// innerHeight. window.innerHeight is the live viewport - it moves
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// as mobile Safari's address bar hides/shows on scroll, which
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// doesn't itself match whatever fixed value .hero-yes's CSS height
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// is pinned to. Sizing the canvas off the box's own rect instead
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// means the two can never disagree, whichever viewport unit ends
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// up governing that box.
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setupCanvas() {
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const pixelRatio = window.devicePixelRatio || 1;
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const width = window.innerWidth;
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const height = window.innerHeight;
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const rect = this.rasterCanvas.parentElement.getBoundingClientRect();
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const width = rect.width;
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const height = rect.height;
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this.rasterCanvas.style.width = width + 'px';
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this.rasterCanvas.style.height = height + 'px';
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@@ -77,27 +87,27 @@ export class RasterizedYES {
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this.displayWidth = width;
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this.displayHeight = height;
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this.pixelRatio = pixelRatio;
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}
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if (!this._resizeHandler) {
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// Mobile browsers change window.innerHeight (not width) as
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// the address bar hides/shows during scroll, firing a
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// `resize` with no real layout change to react to.
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// Genuine resizes (orientation change, desktop window
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// drag) always change the width too, so gate the redraw
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// on that instead of reacting to every resize event.
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this._resizeHandler = () => {
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if (window.innerWidth === this.displayWidth) return;
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this.setupCanvas();
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this.rasterizeText();
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};
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window.addEventListener('resize', this._resizeHandler);
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}
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// ResizeObserver reacts to the container's box actually changing
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// size - a fixed-height box (svh, lvh, or plain px) never fires
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// this at all during the address-bar animation, so there's no
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// need for the old "only redraw if width changed" heuristic that
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// guessed at which resize events were real.
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setupResizeObserver() {
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this._resizeObserver = new ResizeObserver((entries) => {
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const { width, height } = entries[0].contentRect;
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if (width === this.displayWidth && height === this.displayHeight) return;
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this.setupCanvas();
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this.rasterizeText();
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});
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this._resizeObserver.observe(this.rasterCanvas.parentElement);
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}
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setupMouseTracking() {
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const updatePosition = (clientX, clientY) => {
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this.mouseX = clientX / window.innerWidth;
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this.mouseY = clientY / window.innerHeight;
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this.mouseX = clientX / this.displayWidth;
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this.mouseY = clientY / this.displayHeight;
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this.containmentStrength = 0.1 + (this.mouseX * 0.9);
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this.wiggleAmount = 0.1 + (this.mouseY * 1.9);
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};
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