design: first impl of logo, still with glitch
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@@ -1,10 +1,13 @@
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import { LiveLogo } from './LiveLogo';
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interface Props {
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accent: string;
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peerCount: number;
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}
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export const Brand = ({ peerCount }: Props) => (
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export const Brand = ({ accent, peerCount }: Props) => (
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<div className="brand">
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<div className="brand-mark">S</div>
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<LiveLogo className="brand-mark" accent={accent} size={28} />
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<div className="brand-name">SoftLAN</div>
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{peerCount > 0 && (
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<span
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@@ -0,0 +1,275 @@
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// The LIVE animated pixel "S" for SoftLAN. At rest it is the baseline pixel S;
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// on hover (and at random idle moments) it "comes alive": it slithers like the
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// game Snake across the 5×5 grid and reforms, glitches sideways, or splits into
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// an RGB datamosh. Exposes play(trick) via ref.
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//
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// Grid geometry matches the static marks in design/design_reference/logo/assets
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// exactly (viewBox 0 0 100 100, cell 17, offset 7.5, gap 2.4, radius 3) so the
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// swap between the static and animated S is pixel-identical.
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import {
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useCallback,
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useEffect,
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useImperativeHandle,
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useRef,
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useState,
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type ReactElement,
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type Ref,
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} from 'react';
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// ── shared grid geometry ──
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const LCELL = 17;
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const LOFF = 7.5;
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const LGAP = 2.4;
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const LR = 3;
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const LSIZE = LCELL - LGAP; // 14.6
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// the "S" as an ORDERED walk (tail → head). Each step is grid-adjacent.
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// head = (0,4) bottom-left, tail = (4,0) top-right.
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const SORD: ReadonlyArray<readonly [number, number]> = [
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[4, 0], [3, 0], [2, 0], [1, 0], [0, 0], // top bar (R→L)
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[0, 1], // left drop
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[0, 2], [1, 2], [2, 2], [3, 2], [4, 2], // middle bar (L→R)
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[4, 3], // right drop
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[4, 4], [3, 4], [2, 4], [1, 4], [0, 4], // bottom bar (R→L)
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];
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// boustrophedon sweep of the whole 5×5 board, (0,4) → (4,0) — the Snake "playfield".
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const BOUS: ReadonlyArray<readonly [number, number]> = (() => {
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const b: Array<[number, number]> = [];
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for (let col = 0; col < 5; col++) {
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const rows = col % 2 === 0 ? [4, 3, 2, 1, 0] : [0, 1, 2, 3, 4];
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rows.forEach(r => b.push([col, r]));
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}
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return b; // 25 cells, b[0]=(0,4), b[24]=(4,0)
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})();
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// full head path P: lay the S, sweep the board, re-lay the S.
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const PATH: ReadonlyArray<readonly [number, number]> = (() => {
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const p: Array<[number, number]> = SORD.map(c => [c[0], c[1]]); // 0..16 (full S)
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for (let i = 1; i < BOUS.length; i++) p.push([BOUS[i][0], BOUS[i][1]]); // 17..40
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for (let i = 1; i < SORD.length; i++) p.push([SORD[i][0], SORD[i][1]]); // 41..56
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return p; // length 57
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})();
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const I0 = 16;
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const I1 = PATH.length - 1; // animate head index 16 → 56
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// snake length schedule: full S → short snake → full S
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function lenAt(i: number): number {
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if (i <= 16) return 17;
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if (i <= 26) return Math.round(17 + (7 - 17) * ((i - 16) / 10));
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if (i <= 40) return 7;
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if (i <= 56) return Math.round(7 + (17 - 7) * ((i - 40) / 16));
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return 17;
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}
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// hex → rgb mixed toward white(t>0)/black(t<0)
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function lshade(hex: string, t: number): string {
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let h = (hex || '#000').replace('#', '');
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if (h.length === 3) h = h.split('').map(x => x + x).join('');
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let r = parseInt(h.slice(0, 2), 16);
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let g = parseInt(h.slice(2, 4), 16);
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let b = parseInt(h.slice(4, 6), 16);
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const tgt = t >= 0 ? 255 : 0;
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const a = Math.min(1, Math.abs(t));
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r = Math.round(r + (tgt - r) * a);
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g = Math.round(g + (tgt - g) * a);
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b = Math.round(b + (tgt - b) * a);
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return `rgb(${r},${g},${b})`;
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}
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function px(col: number, row: number): { x: number; y: number } {
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return { x: LOFF + col * LCELL + LGAP / 2, y: LOFF + row * LCELL + LGAP / 2 };
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}
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interface CellProps {
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col: number;
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row: number;
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fill: string;
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opacity?: number;
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dx?: number;
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dy?: number;
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w?: number;
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h?: number;
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rx?: number;
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}
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function Cell({ col, row, fill, opacity = 1, dx = 0, dy = 0, w = LSIZE, h = LSIZE, rx = LR }: CellProps) {
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const { x, y } = px(col, row);
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return <rect x={x + dx} y={y + dy} width={w} height={h} rx={rx} fill={fill} opacity={opacity} />;
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}
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// ── renderers ──
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function renderStatic(accent: string): ReactElement[] {
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return SORD.map(([c, r], i) => <Cell key={i} col={c} row={r} fill={accent} />);
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}
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function renderSnake(p: number, accent: string): ReactElement[] {
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const i = Math.min(I1, Math.max(I0, I0 + Math.round(p * (I1 - I0))));
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const L = lenAt(i);
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const start = Math.max(0, i - L + 1);
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const body = PATH.slice(start, i + 1);
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const n = body.length;
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return body.map((cell, j) => {
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const t = n > 1 ? j / (n - 1) : 1; // 0 tail → 1 head
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const fill = lshade(accent, (t - 0.45) * 0.5); // head brighter, tail darker
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const opacity = 0.42 + 0.58 * t;
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const isHead = j === n - 1;
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const grow = isHead ? 1.06 : 1;
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const s = LSIZE * grow;
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const d = (LSIZE - s) / 2;
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return <Cell key={j} col={cell[0]} row={cell[1]} fill={fill} opacity={opacity} dx={d} dy={d} w={s} h={s} />;
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});
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}
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const GLX = [11, -7, 13, -5, 9]; // per-row horizontal kick
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function renderGlitch(p: number, accent: string): ReactElement[] {
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const burst = Math.max(0, 1 - p) * (0.45 + 0.55 * Math.abs(Math.sin(p * 26)));
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return SORD.map(([c, r], i) => {
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const dx = GLX[r] * burst;
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const drop = burst > 0.55 && Math.sin(i * 12.9 + p * 50) > 0.82; // occasional dropout
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const flick = 0.7 + 0.3 * Math.abs(Math.sin(p * 70 + i));
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return <Cell key={i} col={c} row={r} fill={accent} opacity={drop ? 0.12 : flick} dx={dx} />;
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});
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}
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function renderRGB(p: number, accent: string): ReactElement[] {
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const burst = Math.pow(Math.max(0, 1 - p), 1.25);
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const jit = Math.sin(p * 52) * 0.5 + Math.sin(p * 31) * 0.5;
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const off = (4.5 + 2.5 * jit) * burst;
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const voff = 1.6 * jit * burst;
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const layers = [
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{ fill: '#ff2d55', dx: -off, dy: -voff, op: 0.8 },
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{ fill: '#21e3a8', dx: off, dy: voff, op: 0.8 },
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{ fill: accent, dx: 0, dy: 0, op: 1 },
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];
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return layers.flatMap((ly, li) =>
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SORD.map(([c, r], i) => (
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<g key={`${li}-${i}`} style={{ mixBlendMode: li < 2 ? 'screen' : 'normal' }}>
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<Cell col={c} row={r} fill={ly.fill} opacity={ly.op} dx={ly.dx} dy={ly.dy} />
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</g>
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))
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);
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}
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export type Trick = 'snake' | 'rgb' | 'glitch';
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const RENDER: Record<Trick, (p: number, accent: string) => ReactElement[]> = {
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snake: renderSnake,
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glitch: renderGlitch,
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rgb: renderRGB,
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};
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const TRICK_DUR: Record<Trick, number> = { snake: 2600, glitch: 1100, rgb: 1350 };
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const POOL: ReadonlyArray<Trick> = ['snake', 'snake', 'snake', 'rgb', 'glitch']; // snake-weighted
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function randomTrick(): Trick {
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return POOL[Math.floor(Math.random() * POOL.length)];
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}
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const prefersReducedMotion = (): boolean =>
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typeof window !== 'undefined' &&
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typeof window.matchMedia === 'function' &&
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window.matchMedia('(prefers-reduced-motion: reduce)').matches;
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export interface LiveLogoHandle {
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/** Trigger a specific trick (ignored if one is already playing). */
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play: (trick: Trick) => void;
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isPlaying: () => boolean;
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}
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interface Props {
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/** The S color (any CSS color). Wire this to the theme accent. */
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accent?: string;
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/** Rendered width/height in px (square SVG). */
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size?: number;
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/** When true, plays a random trick by itself every idleMin–idleMax ms. */
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idleAuto?: boolean;
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idleMin?: number;
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idleMax?: number;
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className?: string;
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/** Accessible label for the brand mark. */
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label?: string;
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ref?: Ref<LiveLogoHandle>;
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}
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export function LiveLogo({
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accent = '#3b82f6',
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size = 140,
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idleAuto = true,
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idleMin = 5000,
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idleMax = 11000,
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className,
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label = 'SoftLAN',
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ref,
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}: Props) {
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const [anim, setAnim] = useState<{ trick: Trick; p: number } | null>(null);
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const [reduce, setReduce] = useState(prefersReducedMotion);
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const rafRef = useRef(0);
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const playingRef = useRef(false);
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const play = useCallback((trick: Trick) => {
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if (playingRef.current) return;
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playingRef.current = true;
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const dur = TRICK_DUR[trick];
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const t0 = performance.now();
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const step = (now: number) => {
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const p = (now - t0) / dur;
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if (p >= 1) {
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setAnim(null);
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playingRef.current = false;
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return;
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}
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setAnim({ trick, p });
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rafRef.current = requestAnimationFrame(step);
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};
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setAnim({ trick, p: 0 });
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rafRef.current = requestAnimationFrame(step);
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}, []);
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useImperativeHandle(ref, () => ({ play, isPlaying: () => playingRef.current }), [play]);
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// Track prefers-reduced-motion live so toggling the OS setting takes effect.
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useEffect(() => {
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if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') return;
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const mq = window.matchMedia('(prefers-reduced-motion: reduce)');
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const onChange = () => setReduce(mq.matches);
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onChange();
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mq.addEventListener('change', onChange);
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return () => mq.removeEventListener('change', onChange);
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}, []);
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// Idle auto-play on a jittered timer — paused in hidden tabs and when the
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// user prefers reduced motion (at rest it stays a clean static S).
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useEffect(() => {
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if (!idleAuto || reduce) return;
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let timer: ReturnType<typeof setTimeout>;
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const schedule = () => {
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timer = setTimeout(() => {
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if (!document.hidden && !playingRef.current) play(randomTrick());
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schedule();
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}, idleMin + Math.random() * (idleMax - idleMin));
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};
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schedule();
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return () => clearTimeout(timer);
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}, [idleAuto, idleMin, idleMax, reduce, play]);
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useEffect(() => () => cancelAnimationFrame(rafRef.current), []);
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const content = anim ? RENDER[anim.trick](anim.p, accent) : renderStatic(accent);
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return (
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<svg
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viewBox="0 0 100 100"
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width={size}
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height={size}
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fill="none"
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role="img"
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aria-label={label}
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className={className}
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style={{ cursor: 'pointer', overflow: 'visible' }}
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onMouseEnter={() => { if (!reduce) play(randomTrick()); }}
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onClick={() => { if (!reduce) play('snake'); }}
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>
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{content}
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</svg>
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);
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}
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@@ -8,6 +8,7 @@ import { FilterCounts } from '../../lib/gameState';
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import { GameFilter, GameSort } from '../../lib/types';
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interface Props {
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accent: string;
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peerCount: number;
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filter: GameFilter;
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setFilter: (value: GameFilter) => void;
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@@ -20,6 +21,7 @@ interface Props {
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}
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export const TopBar = ({
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accent,
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peerCount,
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filter,
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setFilter,
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@@ -32,7 +34,7 @@ export const TopBar = ({
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}: Props) => (
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<header className="topbar">
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<div className="topbar-left">
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<Brand peerCount={peerCount} />
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<Brand accent={accent} peerCount={peerCount} />
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<div className="topbar-left-trail">
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<SegmentedFilters value={filter} onChange={setFilter} counts={counts} />
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</div>
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