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| author | Adam Soltys <[email protected]> | 2026-10-14 23:44:49 -0700 |
|---|---|---|
| committer | Adam Soltys <[email protected]> | 2026-10-14 23:44:49 -0700 |
| commit | 63fc25dbdfef08ed599e5e639f070ccf72077492 (patch) | |
| tree | 40680075378c98e852dd8ab341a1561c9e94a4ee /src | |
| parent | 664d6b632f8221c8154a912323a9669a40f4d5af (diff) | |
| download | coinosv3-63fc25dbdfef08ed599e5e639f070ccf72077492.tar.gz coinosv3-63fc25dbdfef08ed599e5e639f070ccf72077492.zip | |
Feed wheel: a turn back is a plain notch again, with no wind-up for a moment. The "hunt" on a reversal (3ff588d: a quarter-size notch settling fast, then four growing ones) read as a stutter on every change of direction and a slow patch after it (Adam, 2026-10-16: "it stutters and sometimes when I'm scrolling it slows down for a while"). Now a reversal still catches the coast at once, and the notch travels its full distance at the usual pace; for 700 ms after it notches don't wind the speed up, so a couple of correcting notches travel a couple of notches rather than launching a flight the other way — which was the complaint the hunt had answered. tools/feed-wheel-reverse-test.js (full travel on a reversal, a reversal plus a quick notch vs two wound-up ones from rest, a reversal against a coast that only just died); feed-momentum-test passes.HEADmaster
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Claude-Session: https://claude.ai/code/session_01J1Kon8bxJoHRpJdSzshCkp
Diffstat (limited to 'src')
| -rw-r--r-- | src/app.js | 51 |
1 files changed, 21 insertions, 30 deletions
@@ -6653,63 +6653,54 @@ if (INTENT_URI) { if (!raf && v) { last = performance.now(); raf = requestAnimationFrame(tick); } }; // ---- the wheel - // A turn back against the coast is a reader who flew past the post they - // wanted and is hunting for it: the page is caught at once, and that notch - // and the next few are short, quick steps (a quarter of a notch's travel, - // settling fast) rather than a fresh flight the other way. Each notch on - // in the same direction grows the step back towards a full one, so a few - // flicks have the wheel flying again; a turn back while hunting starts the - // small steps over, and a pause ends the hunt — the next notch is the - // plain push from rest it has always been. - const HUNT = [0.25, 0.35, 0.5, 0.7, 0.85]; // of a notch's travel, notch by notch - const HUNT_TAU = 110; // ms: a hunting step settles quickly - const HUNT_IDLE = 2000; // ms without a notch, and the hunt is over - let hunt = -1, huntDir = 0, huntAt = 0; // the next HUNT entry while hunting - const halt = () => { stop(); hunt = -1; }; + // A turn back against the coast catches the page at once and is a plain + // notch from rest — no flight the other way, since for a moment after a + // reversal (CALM) notches don't wind the speed up, so a couple of + // correcting notches travel a couple of notches. (A spell of quarter-size + // "hunting" notches ramping back up was tried here and felt like a + // stutter and a slow patch — Adam, 2026-10-16.) + const CALM = 700; // ms after a reversal without wind-up + let calmUntil = 0; // (lastDir/lastMoveAt: the tick's, above) let smoothUntil = 0; // a trackpad's events were just seen: hands off window.addEventListener('wheel', (e) => { if (e.ctrlKey || e.shiftKey || e.defaultPrevented) return; const notch = e.deltaMode === 1 || (e.wheelDeltaY && e.wheelDeltaY % 120 === 0 && !e.deltaX); - if (!notch) { smoothUntil = e.timeStamp + 400; halt(); return; } + if (!notch) { smoothUntil = e.timeStamp + 400; stop(); return; } if (e.timeStamp < smoothUntil || matchMedia('(pointer: coarse)').matches || !inScope(e.target)) return; e.preventDefault(); const px = e.deltaMode === 1 ? e.deltaY * 40 : e.deltaY; const dir = Math.sign(px); if (!dir) return; const now = e.timeStamp; - if (hunt >= 0 && now - huntAt > HUNT_IDLE) hunt = -1; - // the way the page is going: its coast, the coast that just died, or the hunt - const going = v ? Math.sign(v) : now - lastMoveAt < 400 ? lastDir : hunt >= 0 ? huntDir : 0; - if (going && dir !== going) { stop(); hunt = 0; huntDir = dir; } - else if (hunt >= 0 && ++hunt >= HUNT.length) hunt = -1; - if (hunt >= 0) { + // the way the page is going: its coast, or the coast that only just died + const going = v ? Math.sign(v) : now - lastMoveAt < 400 ? lastDir : 0; + if (going && dir !== going) { // A reversal catches the old coast immediately. Discard its fractional // step and frame clock too: after a busy frame, applying the NEW velocity // to the OLD elapsed time made the first reverse step jump. Give the - // notch a small response now, then a quick coast over the rest of its - // (short) travel; quick flicks still add up. - huntAt = now; - const travel = px * 3 * HUNT[hunt]; - const first = dir * Math.min(16, Math.abs(travel / HUNT_TAU) * 16); + // notch a small response now, then coast the rest of its travel. + stop(); + calmUntil = now + CALM; + const first = dir * Math.min(16, Math.abs(px * 3 / TAU) * 16); window.scrollBy({ top: first, behavior: 'instant' }); lastDir = dir; lastMoveAt = now; - coast(v + (travel - first) / HUNT_TAU, HUNT_TAU); + coast((px * 3 - first) / TAU, TAU); } else { // A notch into a page already moving pushes harder: the faster it // goes, the more each turn adds (up to 2.5x), so keeping the wheel // turning winds the speed up instead of settling at a stroll. From // rest a notch is the same push as ever. - const gain = 1 + Math.min(1.5, Math.abs(v) / 4); + const gain = now < calmUntil ? 1 : 1 + Math.min(1.5, Math.abs(v) / 4); coast(v + (px * 3 * gain) / TAU, TAU); } }, { passive: false }); // anything else that moves the page takes over from a coast - window.addEventListener('keydown', (e) => { if (/^(Arrow|Page|Home|End| )/.test(e.key)) halt(); }); - window.addEventListener('touchstart', halt, { passive: true }); + window.addEventListener('keydown', (e) => { if (/^(Arrow|Page|Home|End| )/.test(e.key)) stop(); }); + window.addEventListener('touchstart', stop, { passive: true }); // ---- grab and flick let drag = null; document.addEventListener('pointerdown', (e) => { - if (raf) halt(); // a click catches a coasting page, like a finger does + if (raf) stop(); // a click catches a coasting page, like a finger does if (e.pointerType !== 'mouse' || e.button !== 0 || !inScope(e.target)) return; drag = { x: e.clientX, y: e.clientY, ly: e.clientY, on: false, pts: [] }; }); |
