diff options
Diffstat (limited to 'src/app.js')
| -rw-r--r-- | src/app.js | 100 |
1 files changed, 65 insertions, 35 deletions
@@ -6617,13 +6617,25 @@ if (INTENT_URI) { // selection, and a drag that moved isn't a click on what it started on. (() => { if (typeof window === 'undefined' || matchMedia('(prefers-reduced-motion: reduce)').matches) return; - const SCOPE = '.feed-page, .notes-feed'; + // The wheel coasts whenever a feed or a thread is the page being scrolled + // — wherever the pointer happens to be: over the posts, the header, the + // rail, the wallet column beside the feed on a wide screen (Adam, + // 2026-10-16: "when my cursor is hovered over the right side bar or any + // part of the page that's not the feed, wheeling scrolls without + // coasting. can we make it coast no matter where my pointer is?") — + // except over something that takes the wheel itself: a text box, the + // chips strip, the lightbox, the pager, a box that scrolls on its own. + const SCOPE = '.feed-page, .notes-feed, .thread-page'; // the pages that coast (a thread scrolls the same as a feed) const TAU = 325; // ms: how quickly a coast dies down (the phone's feel) const VMAX = 16; // px/ms const inScope = (t) => { const el = t && t.closest ? t : t && t.parentElement; - if (!el || !el.closest(SCOPE)) return false; - if (el.closest('input, textarea, select, video, audio, [contenteditable], .feed-chips, .lightbox, .media-pager')) return false; + if (!el || !document.querySelector(SCOPE)) return false; + // (A video or an audio player is part of the feed: a notch over a clip + // coasts like one over the words — the wheel does nothing to a player + // itself, so there is nothing to leave it. Adam, 2026-10-16: "over a + // video it doesn't initiate a coast, just a single notch".) + if (el.closest('input, textarea, select, [contenteditable], .feed-chips, .lightbox, .media-pager')) return false; // something inside that scrolls on its own (a caption, a list) keeps its wheel for (let n = el; n && n !== document.body; n = n.parentElement) { if (n.scrollHeight > n.clientHeight + 1 && /(auto|scroll)/.test(getComputedStyle(n).overflowY)) return false; @@ -6653,48 +6665,66 @@ 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 a page that is flying is a brake: that notch only + // eases the coast to a stop (a quick easing, not a dead halt), and goes + // nowhere the other way. The next notch the same way is a gentle start + // back — half a notch's travel at half the speed — and the ones after + // wind up as usual. So the reader flying past a post stops on the first + // turn back, creeps back on the second, and gets going on the third. + // Against a coast that is merely strolling, or one that only just died, + // there is nothing worth braking: that turn back is the gentle start + // itself. (A spell of quarter-size "hunting" notches ramping back up over + // five turns was tried here and felt like a stutter and a slow patch; a + // full notch then two without wind-up felt like an overshoot; a gentle + // push straight away from a flight still overshot — Adam, 2026-10-16: + // "the first click of the wheel should just stop the coasting/flying + // maybe with a quick easing rather than a sudden stop and then the next + // notch should start going slowly in reverse and the next ones should + // start speeding up".) + const REVERSE = 0.5; // of a notch: the gentle start back + const BRAKE_V = 1.2; // px/ms: flying, worth a brake (a notch from rest peaks near 0.9) + const BRAKE_TAU = 40; // ms: the brake's easing (a flight at 8 px/ms stops within ~300 px) + const BRAKE_FOR = 2500; // ms: how long after a brake the next notch that way is the gentle start + let brake = null; // { dir, until }: the turn back that braked, awaiting its gentle start + // (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) { - // 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); + // 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; + const gentle = () => { + // The gentle start back catches whatever coast is left 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. A small response now, then the rest of its + // (half) travel coasts. + stop(); + brake = null; + const travel = px * 3 * REVERSE; + const first = dir * Math.min(16, Math.abs(travel / TAU) * 16); window.scrollBy({ top: first, behavior: 'instant' }); lastDir = dir; lastMoveAt = now; - coast(v + (travel - first) / HUNT_TAU, HUNT_TAU); + coast((travel - first) / TAU, TAU); + }; + if (going && dir !== going && Math.abs(v) >= BRAKE_V) { + // flying: this notch only brakes — the coast eases out over a few + // frames (from now: the frames a busy thread missed don't travel first) + tau = BRAKE_TAU; acc = 0; last = performance.now(); + brake = { dir, until: now + BRAKE_FOR }; + } else if (going && dir !== going) { + gentle(); + } else if (brake && brake.dir === dir && now < brake.until) { + gentle(); // the notch after a brake: the gentle start back } else { + brake = null; // 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 @@ -6704,12 +6734,12 @@ if (INTENT_URI) { } }, { 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: [] }; }); |
