On ack (and on picking a place) a glowing copy of the stroke peels off and converges point-by-point onto the key's decoded path - a staggered wave from stroke start to end, comet trails, additive on dark / ink on light, ghost deposited where the light settles. WebGL point sprites on an overlay canvas; no WebGL or reduced-motion means exactly the previous behavior. ?relay= query override points widgets at a local relay for dev. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y42TyF8Zu7NGRR2893vNcZ
613 lines
25 KiB
JavaScript
613 lines
25 KiB
JavaScript
// The `type: gesture` requirement widget: draw one stroke on a canvas,
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// and the stroke becomes the field's value. Mirrors the two house
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// patterns at once:
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//
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// - prosekit-editor.js's hidden-input bridge: the widget writes JSON
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// into a paired hidden <input> and fires a real bubbling `input`
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// event, so the Rust side reuses the exact same RwSignal/on:input
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// wiring every other field kind uses - no bespoke value channel.
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// - yes.js's lifecycle: mountGesture returns a handle whose stop()
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// tears everything down (socket, listeners, rAF), because SPA
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// navigation never unloads the document.
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//
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// When a relay URL is given, the widget also speaks the redoal-relay
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// protocol (ADR-0013 in the redoal repo): announce the stroke, receive
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// an ack carrying the stroke's gesture key plus the key's own decoded
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// path - "what the network heard", drawn as a ghost under the stroke
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// when the key is v2 or later (ADR-0014's ordered turning chain; a v1
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// key's histogram decode is a blob and stays hidden) - and receive
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// echoes of similar strokes other visitors drew, shown as thumbnails.
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// Everything network is best-effort: no relay, refused connection, or
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// a dropped socket all degrade to a plain offline drawing input.
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//
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// Canvas colors can't come from CSS custom properties (same
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// constraint yes.js documents), so the widget carries its own copy of
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// the palette for both themes - any palette change must land here AND
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// in style/main.css.
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const THEMES = {
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dark: {
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stroke: '#8ec2c0',
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echo: '#8ec2c0',
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ghost: 'rgba(255, 255, 255, 0.28)',
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},
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light: {
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stroke: '#47807e',
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echo: '#47807e',
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ghost: 'rgba(29, 29, 27, 0.30)',
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},
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};
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const MIN_POINT_DISTANCE = 3; // css px between recorded points
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const MAX_ECHOES = 8;
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const RECONNECT_BASE_MS = 1000;
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const RECONNECT_MAX_MS = 30000;
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// ── Convergence animation (ink → what the network heard) ──────────
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//
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// When the ack lands, a glowing copy of the stroke peels off and
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// converges point-by-point onto the key's decoded path: a wave of
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// "being understood" travels from the stroke's start to its end,
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// and the ghost materializes where the light settles. WebGL point
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// sprites with additive glow on a dedicated overlay canvas; the 2d
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// layer underneath never changes its final render, so losing WebGL
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// (or prefers-reduced-motion) degrades to exactly today's behavior.
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const CONVERGE_MS = 1500;
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const CONVERGE_FADE_MS = 450;
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const CONVERGE_POINTS = 128;
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const CONVERGE_STAGGER = 0.6; // fraction of the timeline spent on the travelling wave
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const GLOW_VERT = `
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attribute vec2 aFrom;
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attribute vec2 aTo;
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attribute float aIndex;
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uniform float uT;
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uniform vec2 uResolution;
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uniform float uDpr;
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varying float vLife;
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void main() {
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float lead = aIndex * ${CONVERGE_STAGGER};
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float p = clamp((uT * ${1.0 + CONVERGE_STAGGER} - lead), 0.0, 1.0);
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float e = p < 0.5 ? 4.0 * p * p * p : 1.0 - pow(-2.0 * p + 2.0, 3.0) / 2.0;
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vec2 pos = mix(aFrom, aTo, e);
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vec2 clip = (pos / uResolution) * 2.0 - 1.0;
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gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);
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float pulse = 1.0 + 1.4 * sin(3.14159 * p);
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gl_PointSize = 9.0 * uDpr * pulse;
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vLife = p;
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}`;
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const GLOW_FRAG = `
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precision mediump float;
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uniform vec3 uColor;
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uniform float uAlpha;
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varying float vLife;
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void main() {
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vec2 d = gl_PointCoord - 0.5;
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float fall = exp(-dot(d, d) * 18.0);
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float breathe = 0.55 + 0.45 * sin(3.14159 * vLife);
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gl_FragColor = vec4(uColor, 1.0) * (fall * uAlpha * breathe);
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}`;
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// Uniform arc-length resample of a pixel-space polyline to n points.
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function resamplePx(points, n) {
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if (points.length === 1) return Array(n).fill(points[0]);
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const dists = [0];
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for (let i = 1; i < points.length; i++) {
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const dx = points[i][0] - points[i - 1][0];
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const dy = points[i][1] - points[i - 1][1];
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dists.push(dists[i - 1] + Math.hypot(dx, dy));
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}
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const total = dists[dists.length - 1] || 1;
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const out = [];
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let seg = 0;
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for (let i = 0; i < n; i++) {
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const target = (i / (n - 1)) * total;
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while (seg < points.length - 2 && dists[seg + 1] < target) seg++;
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const span = dists[seg + 1] - dists[seg] || 1;
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const t = (target - dists[seg]) / span;
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out.push([
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points[seg][0] + (points[seg + 1][0] - points[seg][0]) * t,
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points[seg][1] + (points[seg + 1][1] - points[seg][1]) * t,
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]);
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}
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return out;
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}
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class GestureWidget {
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constructor(container, hidden, relayUrl) {
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this.container = container;
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this.hidden = hidden || null;
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this.relayUrl = relayUrl || '';
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this.ghost = null;
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this.ownKey = null;
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this.selected = null; // {key, path, distance} - a place the visitor picked
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this.seenKeys = new Set();
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this.points = [];
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this.drawing = false;
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this.stopped = false;
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this.ws = null;
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this.reconnectDelay = RECONNECT_BASE_MS;
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this.reconnectTimer = null;
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this.pendingAnnounce = null;
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this.canvas = document.createElement('canvas');
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this.canvas.className = 'gesture-canvas';
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container.appendChild(this.canvas);
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// Overlay for the convergence glow; sized with the main canvas,
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// inert to pointers, empty until an ack arrives.
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this.glow = document.createElement('canvas');
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this.glow.className = 'gesture-glow';
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this.glow.style.position = 'absolute';
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this.glow.style.pointerEvents = 'none';
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if (!container.style.position) container.style.position = 'relative';
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container.appendChild(this.glow);
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this.gl = null;
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this.animFrame = null;
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this.converging = false;
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this.echoes = document.createElement('div');
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this.echoes.className = 'gesture-echoes';
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this.echoes.setAttribute('role', 'listbox');
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this.echoes.setAttribute('aria-label', 'places near your shape');
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container.appendChild(this.echoes);
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this.empty = document.createElement('p');
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this.empty.className = 'gesture-empty';
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container.appendChild(this.empty);
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if (this.relayUrl) {
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this.status = document.createElement('span');
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this.status.className = 'gesture-status offline';
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this.status.setAttribute('aria-label', 'relay connection');
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container.appendChild(this.status);
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}
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this._themeQuery = window.matchMedia('(prefers-color-scheme: light)');
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this._onTheme = () => this.render();
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this._themeQuery.addEventListener('change', this._onTheme);
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this._onResize = () => { this.sizeCanvas(); this.render(); };
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window.addEventListener('resize', this._onResize);
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this.sizeCanvas();
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this._onDown = (e) => this.beginStroke(e);
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this._onMove = (e) => this.extendStroke(e);
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this._onUp = (e) => this.endStroke(e);
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this.canvas.addEventListener('pointerdown', this._onDown);
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this.canvas.addEventListener('pointermove', this._onMove);
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this.canvas.addEventListener('pointerup', this._onUp);
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this.canvas.addEventListener('pointercancel', this._onUp);
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if (this.relayUrl) this.connect();
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}
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theme() {
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return this._themeQuery.matches ? THEMES.light : THEMES.dark;
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}
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sizeCanvas() {
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const rect = this.canvas.getBoundingClientRect();
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const dpr = window.devicePixelRatio || 1;
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this.canvas.width = Math.max(1, Math.round(rect.width * dpr));
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this.canvas.height = Math.max(1, Math.round(rect.height * dpr));
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this.ctx = this.canvas.getContext('2d');
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this.ctx.scale(dpr, dpr);
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this.cssWidth = rect.width;
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this.cssHeight = rect.height;
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this.glow.style.left = `${this.canvas.offsetLeft}px`;
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this.glow.style.top = `${this.canvas.offsetTop}px`;
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this.glow.style.width = `${rect.width}px`;
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this.glow.style.height = `${rect.height}px`;
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this.glow.width = this.canvas.width;
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this.glow.height = this.canvas.height;
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this.cancelConvergence(); // buffers are in old pixels
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}
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pos(e) {
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const rect = this.canvas.getBoundingClientRect();
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return { x: e.clientX - rect.left, y: e.clientY - rect.top };
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}
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beginStroke(e) {
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e.preventDefault();
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this.canvas.setPointerCapture(e.pointerId);
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// One stroke only - a new pointerdown replaces the old drawing
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// (and any ghost from the previous round).
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this.drawing = true;
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this.cancelConvergence();
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this.ghost = null;
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this.ownKey = null;
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this.selected = null;
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this.seenKeys.clear();
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this.echoes.replaceChildren();
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this.empty.textContent = '';
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this.points = [this.pos(e)];
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this.render();
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}
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extendStroke(e) {
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if (!this.drawing) return;
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const p = this.pos(e);
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const last = this.points[this.points.length - 1];
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const dx = p.x - last.x, dy = p.y - last.y;
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if (Math.sqrt(dx * dx + dy * dy) < MIN_POINT_DISTANCE) return;
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this.points.push(p);
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this.render();
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}
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endStroke() {
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if (!this.drawing) return;
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this.drawing = false;
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if (this.points.length < 2) return;
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const normalized = this.normalized();
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this.setValue({ points: normalized, key: null });
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this.announce(normalized);
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}
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// Canvas-frame normalization into the -1..1 square (the relay
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// re-normalizes around the stroke itself before keying - this
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// just bounds the payload and keeps the stored value
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// resolution-independent).
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normalized() {
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const half = Math.max(this.cssWidth, this.cssHeight) / 2;
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const cx = this.cssWidth / 2, cy = this.cssHeight / 2;
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return this.points.map((p) => [
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Math.round(((p.x - cx) / half) * 10000) / 10000,
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Math.round(((p.y - cy) / half) * 10000) / 10000,
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]);
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}
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setValue(value) {
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if (!this.hidden) return;
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this.hidden.value = JSON.stringify(value);
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this.hidden.dispatchEvent(new Event('input', { bubbles: true }));
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}
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// ── Relay ──────────────────────────────────────────────────────
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connect() {
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if (this.stopped) return;
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let ws;
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try {
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ws = new WebSocket(this.relayUrl);
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} catch {
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this.scheduleReconnect();
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return;
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}
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this.ws = ws;
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ws.addEventListener('open', () => {
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if (this.stopped) return;
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this.reconnectDelay = RECONNECT_BASE_MS;
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this.status?.classList.replace('offline', 'live');
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if (this.pendingAnnounce) {
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ws.send(JSON.stringify({ type: 'announce', points: this.pendingAnnounce }));
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this.pendingAnnounce = null;
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}
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});
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ws.addEventListener('message', (e) => this.onMessage(e));
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ws.addEventListener('close', () => {
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this.status?.classList.replace('live', 'offline');
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this.ws = null;
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this.scheduleReconnect();
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});
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// 'error' is always followed by 'close'; nothing to do here.
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}
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scheduleReconnect() {
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if (this.stopped || this.reconnectTimer) return;
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this.reconnectTimer = setTimeout(() => {
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this.reconnectTimer = null;
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this.connect();
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}, this.reconnectDelay);
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this.reconnectDelay = Math.min(this.reconnectDelay * 2, RECONNECT_MAX_MS);
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}
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announce(points) {
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if (!this.relayUrl) return;
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if (this.ws && this.ws.readyState === WebSocket.OPEN) {
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this.ws.send(JSON.stringify({ type: 'announce', points }));
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} else {
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this.pendingAnnounce = points;
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}
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}
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onMessage(e) {
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let msg;
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try {
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msg = JSON.parse(e.data);
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} catch {
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return;
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}
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if (msg.type === 'ack') {
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this.ownKey = msg.key;
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// Version nibble is the key's first hex digit.
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const version = parseInt((msg.key || '0')[0], 16);
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this.ownGhost = version >= 2 && Array.isArray(msg.path) ? msg.path : null;
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this.applySelection();
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// Places arrive right after the ack; say so if none do.
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clearTimeout(this.emptyTimer);
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this.emptyTimer = setTimeout(() => {
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if (!this.echoes.children.length) this.empty.textContent = msg.empty || 'Nothing kept at this shape yet.';
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}, 1500);
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} else if (msg.type === 'echo' || msg.type === 'place') {
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if (!msg.key || this.seenKeys.has(msg.key)) return;
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this.seenKeys.add(msg.key);
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this.empty.textContent = '';
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this.addEchoThumbnail(msg);
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}
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// 'error' frames are intentionally silent: the widget is a
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// form field first, and a rate-limited announce shouldn't
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// alarm anyone mid-form.
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}
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// The key the input carries: the visitor's own, or the place they
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// picked (selection re-derives the key - the ghost under the
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// stroke becomes that place's decode, and the answer records both).
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applySelection() {
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if (this.points.length < 2) return;
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const points = this.normalized();
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const before = this.ghost;
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if (this.selected) {
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this.ghost = this.selected.path;
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this.setValue({ points, key: this.selected.key, own_key: this.ownKey, selected_from: this.ownKey, selected_distance: this.selected.distance });
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} else {
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this.ghost = this.ownGhost || null;
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this.setValue({ points, key: this.ownKey });
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}
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if (this.ghost && this.ghost !== before) this.startConvergence(this.ghost);
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for (const el of this.echoes.children) {
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el.classList.toggle('selected', !!this.selected && el.dataset.key === this.selected.key);
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el.setAttribute('aria-selected', String(!!this.selected && el.dataset.key === this.selected.key));
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}
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this.render();
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}
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select(thumb) {
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const key = thumb.dataset.key;
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if (this.selected && this.selected.key === key) {
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this.selected = null;
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} else {
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this.selected = { key, path: JSON.parse(thumb.dataset.path), distance: Number(thumb.dataset.distance) };
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// The relay counts picks per place for ranking.
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if (this.ws && this.ws.readyState === WebSocket.OPEN && this.ownKey) {
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this.ws.send(JSON.stringify({ type: 'select', key, from: this.ownKey, distance: this.selected.distance }));
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}
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}
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this.applySelection();
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}
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addEchoThumbnail(msg) {
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const thumb = document.createElement('canvas');
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thumb.className = 'gesture-echo' + (msg.type === 'place' ? ' place' : '');
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thumb.dataset.key = msg.key;
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thumb.dataset.path = JSON.stringify(msg.path || []);
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thumb.dataset.distance = String(msg.distance || 0);
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thumb.setAttribute('role', 'option');
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thumb.setAttribute('tabindex', '0');
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thumb.setAttribute('aria-selected', 'false');
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thumb.title = msg.type === 'place'
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? `A place with ${msg.recordings || 0} recording${msg.recordings === 1 ? '' : 's'} - tap to make it your address`
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: 'Someone at this shape right now';
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thumb.addEventListener('click', () => this.select(thumb));
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thumb.addEventListener('keydown', (e) => { if (e.key === 'Enter' || e.key === ' ') { e.preventDefault(); this.select(thumb); } });
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// Closer strokes render stronger; 500 is comfortably past the
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// relay's default threshold, so everything stays visible.
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const strength = Math.max(0.35, Math.min(1, 1 - msg.distance / 500));
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thumb.style.setProperty('--echo-strength', String(strength));
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this.echoes.prepend(thumb);
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while (this.echoes.children.length > MAX_ECHOES) {
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this.echoes.lastChild.remove();
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}
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const dpr = window.devicePixelRatio || 1;
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const rect = thumb.getBoundingClientRect();
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thumb.width = Math.max(1, Math.round(rect.width * dpr));
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thumb.height = Math.max(1, Math.round(rect.height * dpr));
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const ctx = thumb.getContext('2d');
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ctx.scale(dpr, dpr);
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this.drawPath(ctx, msg.path, rect.width, rect.height, this.theme().echo, 1.5, 0.15);
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// A timeout, not requestAnimationFrame: the class must land on
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// a later tick for the opacity transition to run, and rAF
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// doesn't tick at all in headless engines.
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setTimeout(() => thumb.classList.add('shown'), 30);
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}
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// ── Convergence ────────────────────────────────────────────────
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initGlow() {
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if (this.gl) return this.gl;
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const gl = this.glow.getContext('webgl', { alpha: true, premultipliedAlpha: true });
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if (!gl) return null;
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const compile = (type, src) => {
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const s = gl.createShader(type);
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gl.shaderSource(s, src);
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gl.compileShader(s);
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return s;
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};
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const prog = gl.createProgram();
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gl.attachShader(prog, compile(gl.VERTEX_SHADER, GLOW_VERT));
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gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, GLOW_FRAG));
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gl.linkProgram(prog);
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if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) return null;
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gl.useProgram(prog);
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this.gl = gl;
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this.glProg = prog;
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this.glLoc = {
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aFrom: gl.getAttribLocation(prog, 'aFrom'),
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aTo: gl.getAttribLocation(prog, 'aTo'),
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aIndex: gl.getAttribLocation(prog, 'aIndex'),
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uT: gl.getUniformLocation(prog, 'uT'),
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uResolution: gl.getUniformLocation(prog, 'uResolution'),
|
||
uDpr: gl.getUniformLocation(prog, 'uDpr'),
|
||
uColor: gl.getUniformLocation(prog, 'uColor'),
|
||
uAlpha: gl.getUniformLocation(prog, 'uAlpha'),
|
||
};
|
||
this.glBufFrom = gl.createBuffer();
|
||
this.glBufTo = gl.createBuffer();
|
||
this.glBufIndex = gl.createBuffer();
|
||
return gl;
|
||
}
|
||
|
||
// The ghost's pixel frame - same fit drawPath uses.
|
||
ghostToPx(path) {
|
||
const scale = (Math.min(this.cssWidth, this.cssHeight) / 2) * 0.8;
|
||
const cx = this.cssWidth / 2, cy = this.cssHeight / 2;
|
||
return path.map(([x, y]) => [cx + x * scale, cy + y * scale]);
|
||
}
|
||
|
||
startConvergence(targetPath) {
|
||
this.cancelConvergence();
|
||
if (!targetPath || this.points.length < 2) return;
|
||
if (window.matchMedia('(prefers-reduced-motion: reduce)').matches) return;
|
||
const gl = this.initGlow();
|
||
if (!gl) return;
|
||
|
||
const dpr = window.devicePixelRatio || 1;
|
||
const from = resamplePx(this.points.map((p) => [p.x, p.y]), CONVERGE_POINTS);
|
||
const to = resamplePx(this.ghostToPx(targetPath), CONVERGE_POINTS);
|
||
const f = new Float32Array(CONVERGE_POINTS * 2);
|
||
const t = new Float32Array(CONVERGE_POINTS * 2);
|
||
const idx = new Float32Array(CONVERGE_POINTS);
|
||
for (let i = 0; i < CONVERGE_POINTS; i++) {
|
||
f[i * 2] = from[i][0] * dpr;
|
||
f[i * 2 + 1] = from[i][1] * dpr;
|
||
t[i * 2] = to[i][0] * dpr;
|
||
t[i * 2 + 1] = to[i][1] * dpr;
|
||
idx[i] = i / (CONVERGE_POINTS - 1);
|
||
}
|
||
const bind = (buf, data, loc, size) => {
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
|
||
gl.enableVertexAttribArray(loc);
|
||
gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
|
||
};
|
||
gl.useProgram(this.glProg);
|
||
bind(this.glBufFrom, f, this.glLoc.aFrom, 2);
|
||
bind(this.glBufTo, t, this.glLoc.aTo, 2);
|
||
bind(this.glBufIndex, idx, this.glLoc.aIndex, 1);
|
||
gl.viewport(0, 0, this.glow.width, this.glow.height);
|
||
gl.uniform2f(this.glLoc.uResolution, this.glow.width, this.glow.height);
|
||
gl.uniform1f(this.glLoc.uDpr, dpr);
|
||
|
||
const light = this._themeQuery.matches;
|
||
const color = light ? [0x47 / 255, 0x80 / 255, 0x7e / 255] : [0x8e / 255, 0xc2 / 255, 0xc0 / 255];
|
||
gl.uniform3f(this.glLoc.uColor, color[0], color[1], color[2]);
|
||
// Additive light on the dark ground; normal ink on the light one.
|
||
gl.enable(gl.BLEND);
|
||
if (light) gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||
else gl.blendFunc(gl.ONE, gl.ONE);
|
||
|
||
this.converging = true;
|
||
this.render();
|
||
const started = performance.now();
|
||
const step = (now) => {
|
||
const raw = (now - started) / CONVERGE_MS;
|
||
if (raw >= 1) {
|
||
// Deposit the ghost, then let the glow breathe out.
|
||
if (this.converging) {
|
||
this.converging = false;
|
||
this.render();
|
||
}
|
||
const fade = (now - started - CONVERGE_MS) / CONVERGE_FADE_MS;
|
||
if (fade >= 1) {
|
||
this.cancelConvergence();
|
||
return;
|
||
}
|
||
gl.clearColor(0, 0, 0, 0);
|
||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||
gl.uniform1f(this.glLoc.uT, 1);
|
||
gl.uniform1f(this.glLoc.uAlpha, 0.32 * (1 - fade));
|
||
gl.drawArrays(gl.POINTS, 0, CONVERGE_POINTS);
|
||
} else {
|
||
gl.clearColor(0, 0, 0, 0);
|
||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||
// Trailing passes give the wave a comet tail.
|
||
for (const [lag, alpha] of [[0, 0.32], [0.035, 0.16], [0.07, 0.08], [0.105, 0.04]]) {
|
||
gl.uniform1f(this.glLoc.uT, Math.max(0, raw - lag));
|
||
gl.uniform1f(this.glLoc.uAlpha, alpha);
|
||
gl.drawArrays(gl.POINTS, 0, CONVERGE_POINTS);
|
||
}
|
||
}
|
||
this.animFrame = requestAnimationFrame(step);
|
||
};
|
||
this.animFrame = requestAnimationFrame(step);
|
||
}
|
||
|
||
cancelConvergence() {
|
||
if (this.animFrame) cancelAnimationFrame(this.animFrame);
|
||
this.animFrame = null;
|
||
if (this.converging) {
|
||
this.converging = false;
|
||
this.render();
|
||
}
|
||
if (this.gl) {
|
||
this.gl.clearColor(0, 0, 0, 0);
|
||
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
|
||
}
|
||
}
|
||
|
||
// ── Rendering ──────────────────────────────────────────────────
|
||
|
||
// Draw a normalized (-1..1) path fitted into w×h with padding.
|
||
drawPath(ctx, path, w, h, color, width, pad) {
|
||
if (!path || path.length < 2) return;
|
||
const scale = (Math.min(w, h) / 2) * (1 - pad);
|
||
const cx = w / 2, cy = h / 2;
|
||
ctx.strokeStyle = color;
|
||
ctx.lineWidth = width;
|
||
ctx.lineCap = 'round';
|
||
ctx.lineJoin = 'round';
|
||
ctx.beginPath();
|
||
path.forEach(([x, y], i) => {
|
||
const px = cx + x * scale, py = cy + y * scale;
|
||
if (i === 0) ctx.moveTo(px, py);
|
||
else ctx.lineTo(px, py);
|
||
});
|
||
ctx.stroke();
|
||
}
|
||
|
||
render() {
|
||
if (!this.ctx) return;
|
||
const t = this.theme();
|
||
this.ctx.clearRect(0, 0, this.cssWidth, this.cssHeight);
|
||
if (this.ghost && !this.converging) {
|
||
this.drawPath(this.ctx, this.ghost, this.cssWidth, this.cssHeight, t.ghost, 2, 0.2);
|
||
}
|
||
if (this.points.length >= 1) {
|
||
this.ctx.strokeStyle = t.stroke;
|
||
this.ctx.lineWidth = 2;
|
||
this.ctx.lineCap = 'round';
|
||
this.ctx.lineJoin = 'round';
|
||
this.ctx.beginPath();
|
||
this.points.forEach((p, i) => {
|
||
if (i === 0) this.ctx.moveTo(p.x, p.y);
|
||
else this.ctx.lineTo(p.x, p.y);
|
||
});
|
||
this.ctx.stroke();
|
||
}
|
||
}
|
||
|
||
stop() {
|
||
this.stopped = true;
|
||
if (this.animFrame) cancelAnimationFrame(this.animFrame);
|
||
clearTimeout(this.emptyTimer);
|
||
if (this.reconnectTimer) clearTimeout(this.reconnectTimer);
|
||
if (this.ws) {
|
||
// The close event still fires, but scheduleReconnect
|
||
// no-ops once stopped is set.
|
||
try { this.ws.close(); } catch { /* already dead */ }
|
||
this.ws = null;
|
||
}
|
||
window.removeEventListener('resize', this._onResize);
|
||
this._themeQuery.removeEventListener('change', this._onTheme);
|
||
this.canvas.removeEventListener('pointerdown', this._onDown);
|
||
this.canvas.removeEventListener('pointermove', this._onMove);
|
||
this.canvas.removeEventListener('pointerup', this._onUp);
|
||
this.canvas.removeEventListener('pointercancel', this._onUp);
|
||
}
|
||
}
|
||
|
||
export function mountGesture(container, hidden, relayUrl) {
|
||
// Dev convenience: `?relay=ws://127.0.0.1:9040` points every widget
|
||
// on the page at a local relay (prod relays reject foreign Origins).
|
||
const override = new URLSearchParams(window.location.search).get('relay');
|
||
return new GestureWidget(container, hidden, override || relayUrl);
|
||
}
|