{"$schema":"https://ui.shadcn.com/schema/registry-item.json","name":"pixel-loader","type":"registry:component","title":"Pixel loader","description":"A tiny pixel grid that cycles spiral, snake, pulse and checker, then draws a check when done.","author":"Yash Bavadiya <https://xevrion.dev>","dependencies":[],"registryDependencies":["utils"],"files":[{"path":"components/pixel-loader.tsx","type":"registry:component","content":"\"use client\";\n\nimport { useEffect, useMemo, useRef, useState } from \"react\";\nimport { cn } from \"@/lib/utils\";\nimport { usePreviewPlay } from \"@/lib/preview-play\";\n\nexport type PixelPattern = \"spiral\" | \"snake\" | \"pulse\" | \"checker\";\n\ntype Frames = number[][];\n\n// Each pattern is a list of frames; a frame is the set of lit cell indexes.\n// Frames only say what turns ON. Turning off is a slow fade (see the pixel classes), so\n// any moving pattern leaves a short comet trail for free.\nfunction buildPattern(pattern: PixelPattern, n: number): Frames {\n  const cells = Array.from({ length: n * n }, (_, i) => i);\n  const at = (r: number, c: number) => r * n + c;\n\n  if (pattern === \"spiral\") {\n    const order: number[] = [];\n    let top = 0;\n    let left = 0;\n    let bottom = n - 1;\n    let right = n - 1;\n    while (top <= bottom && left <= right) {\n      for (let c = left; c <= right; c++) order.push(at(top, c));\n      for (let r = top + 1; r <= bottom; r++) order.push(at(r, right));\n      if (top < bottom) for (let c = right - 1; c >= left; c--) order.push(at(bottom, c));\n      if (left < right) for (let r = bottom - 1; r > top; r--) order.push(at(r, left));\n      top++;\n      left++;\n      bottom--;\n      right--;\n    }\n    // Winds in, then winds back out, so the loop never jumps.\n    const there = order.map((cell) => [cell]);\n    return [...there, ...there.slice(1, -1).reverse()];\n  }\n\n  if (pattern === \"snake\") {\n    const order = cells.map((i) => {\n      const r = Math.floor(i / n);\n      const c = i % n;\n      return at(r, r % 2 ? n - 1 - c : c);\n    });\n    // A two-cell body; the fade adds the tail.\n    return order.map((cell, i) => (i ? [order[i - 1], cell] : [cell]));\n  }\n\n  if (pattern === \"pulse\") {\n    const mid = (n - 1) / 2;\n    const ring = (i: number) =>\n      Math.floor(Math.max(Math.abs(Math.floor(i / n) - mid), Math.abs((i % n) - mid)));\n    const rings = Math.floor(mid) + 1;\n    const frames: Frames = [];\n    for (let k = 0; k < rings; k++) frames.push(cells.filter((i) => ring(i) === k));\n    // One dark beat so each ripple reads as its own breath.\n    return [...frames, []];\n  }\n\n  // Checker: the two halves trade places twice.\n  const even = cells.filter((i) => (Math.floor(i / n) + (i % n)) % 2 === 0);\n  const odd = cells.filter((i) => (Math.floor(i / n) + (i % n)) % 2 === 1);\n  return [even, odd, even, odd];\n}\n\n// A pixel check: short arm down, long arm up. On 3x3 the long arm has to turn\n// upward in the last column, which still reads as a tick at this size.\nconst CHECKS: Record<number, number[]> = {\n  3: [3, 7, 5, 2],\n  4: [8, 13, 10, 7],\n};\n\n// ~110ms a step: fast enough to feel busy, slow enough that single pixels\n// are still followable at 24px.\nconst STEP = 110;\n// Every pattern plays for about the same time before handing over.\nconst PATTERN_MS = 1800;\n\nexport function PixelLoader({\n  size = 3,\n  patterns = [\"spiral\", \"snake\", \"pulse\", \"checker\"],\n  done = false,\n  shape = \"square\",\n  label = \"Loading\",\n  doneLabel = \"Done\",\n  paused = false,\n  className,\n}: {\n  size?: 3 | 4;\n  patterns?: PixelPattern[];\n  done?: boolean;\n  shape?: \"square\" | \"round\";\n  label?: string;\n  doneLabel?: string;\n  /** Holds one still frame instead of stepping. For pages that show many\n   * loaders that aren't actually waiting on anything. */\n  paused?: boolean;\n  className?: string;\n}) {\n  const grid = useRef<HTMLSpanElement>(null);\n  const key = patterns.join();\n  const sequence = useMemo(\n    () => key.split(\",\").map((p) => buildPattern(p as PixelPattern, size)),\n    [key, size],\n  );\n\n  useEffect(() => {\n    const el = grid.current;\n    if (!el) return;\n    const pixels = Array.from(el.children) as HTMLElement[];\n    const light = (lit: Set<number>) => {\n      pixels.forEach((p, i) => {\n        p.dataset.on = String(lit.has(i));\n      });\n    };\n\n    if (done) {\n      const check = CHECKS[size];\n      // Clears the grid first, then lays the check pixel by pixel in stroke\n      // order through a per-pixel transition delay.\n      pixels.forEach((p, i) => {\n        const order = check.indexOf(i);\n        p.style.transitionDelay = order < 0 ? \"0ms\" : `${120 + order * 55}ms`;\n      });\n      light(new Set(check));\n      return;\n    }\n\n    const reduce = window.matchMedia(\"(prefers-reduced-motion: reduce)\").matches;\n    // A diagonal stagger: when one pattern morphs into the next, the change\n    // sweeps across the grid instead of every pixel flipping at once.\n    pixels.forEach((p, i) => {\n      p.style.transitionDelay = `${(Math.floor(i / size) + (i % size)) * 18}ms`;\n    });\n\n    let pattern = 0;\n    let frame = 0;\n    let elapsed = 0;\n    let timer: ReturnType<typeof setInterval> | undefined;\n    const tick = () => {\n      const frames = sequence[pattern];\n      light(new Set(frames[frame % frames.length]));\n      frame++;\n      elapsed += STEP;\n      // Hands over only at the end of a loop, so no pattern is cut mid-shape.\n      if (elapsed >= PATTERN_MS && frame % frames.length === 0) {\n        pattern = (pattern + 1) % sequence.length;\n        frame = 0;\n        elapsed = 0;\n      }\n    };\n    // A resting frame from the middle of the first pattern, so a paused\n    // loader still looks like one mid-thought rather than a dim grid.\n    if (paused) {\n      frame = Math.floor(sequence[0].length / 3);\n      tick();\n      return;\n    }\n\n    const start = () => {\n      if (timer) return;\n      tick();\n      // Reduced motion keeps the loader alive but slow and without scale.\n      timer = setInterval(tick, reduce ? STEP * 4 : STEP);\n    };\n    const stop = () => {\n      clearInterval(timer);\n      timer = undefined;\n    };\n\n    // Stops stepping whenever it is off screen or the tab is hidden.\n    let visible = false;\n    const sync = () => (visible && !document.hidden ? start() : stop());\n    const io = new IntersectionObserver(([entry]) => {\n      visible = entry.isIntersecting;\n      sync();\n    });\n    io.observe(el);\n    document.addEventListener(\"visibilitychange\", sync);\n    return () => {\n      stop();\n      io.disconnect();\n      document.removeEventListener(\"visibilitychange\", sync);\n    };\n  }, [done, sequence, size, paused]);\n\n  const cell = size === 3 ? 6 : 4.5;\n  const gap = size === 3 ? 2 : 1.5;\n\n  return (\n    <span role=\"status\" className={cn(\"relative inline-flex\", className)}>\n      <span\n        ref={grid}\n        aria-hidden\n        className=\"grid\"\n        style={{\n          gridTemplateColumns: `repeat(${size}, ${cell}px)`,\n          gridAutoRows: `${cell}px`,\n          gap: `${gap}px`,\n        }}\n      >\n        {Array.from({ length: size * size }, (_, i) => (\n          <span\n            key={i}\n            data-on=\"false\"\n            className={cn(\n              \"bg-foreground\",\n              shape === \"round\" ? \"rounded-full\" : \"rounded-[1px]\",\n              // On is quick (90ms) so each step lands crisply; off fades over\n              // 360ms, which is the trail. Longer than UI motion on purpose.\n              \"opacity-[0.12] scale-[0.8] transition-[opacity,scale] duration-[360ms] ease-out\",\n              \"data-[on=true]:scale-100 data-[on=true]:opacity-100 data-[on=true]:duration-[90ms]\",\n              \"motion-reduce:scale-100\",\n            )}\n          />\n        ))}\n      </span>\n      <span className=\"sr-only\">{done ? doneLabel : label}</span>\n    </span>\n  );\n}\n\nexport default function PixelLoaderDemo() {\n  const [done, setDone] = useState(false);\n  const play = usePreviewPlay();\n  // In an index card the grids only step while the card is hovered.\n  const paused = play === false;\n\n  // Index preview: it loads for a beat, finishes with a check, then goes\n  // back to loading, the way the Finish button plays it by hand.\n  useEffect(() => {\n    if (!play) return;\n    let timer: ReturnType<typeof setTimeout>;\n    const cycle = (next: boolean) => {\n      setDone(next);\n      // Holds the check long enough to read, then a calmer loading stretch.\n      timer = setTimeout(() => cycle(!next), next ? 1800 : 2200);\n    };\n    timer = setTimeout(() => cycle(true), 700);\n    return () => {\n      clearTimeout(timer);\n      setDone(false);\n    };\n  }, [play]);\n\n  return (\n    <div className=\"flex flex-col items-center gap-6\">\n      <div className=\"flex items-center gap-8\">\n        <PixelLoader done={done} paused={paused} />\n        <PixelLoader done={done} paused={paused} size={4} patterns={[\"snake\", \"pulse\", \"spiral\"]} />\n        <PixelLoader done={done} paused={paused} shape=\"round\" patterns={[\"pulse\", \"checker\", \"spiral\"]} />\n      </div>\n      <button\n        type=\"button\"\n        onClick={() => setDone((d) => !d)}\n        className=\"h-8 rounded-full px-3 text-sm text-muted-foreground outline-hidden transition-[scale,color,background-color] duration-150 ease-out hover:bg-muted hover:text-foreground focus-visible:outline-2 focus-visible:outline-solid focus-visible:outline-foreground active:scale-[0.96]\"\n      >\n        {done ? \"Load again\" : \"Finish\"}\n      </button>\n    </div>\n  );\n}\n"},{"path":"lib/preview-play.ts","type":"registry:lib","target":"lib/preview-play.ts","content":"\"use client\";\n\nimport { createContext, useContext } from \"react\";\n\n// Lets a demo know whether it's showing in an index card, and whether that\n// card is hovered or focused. Demos use it to act themselves out on hover:\n// a star button stars itself, a checkbox scribbles, and so on.\n//\n// null: not in a preview (the component's own page, or real use).\n// false: in a preview, at rest.\n// true: in a preview, being hovered or focused: play the show.\nexport const PreviewPlayContext = createContext<boolean | null>(null);\n\nexport function usePreviewPlay() {\n  return useContext(PreviewPlayContext);\n}\n"}],"categories":["feedback"],"docs":"From ui lab: https://lab.xevrion.dev/lab/pixel-loader"}