VisualSite
Hero dot field
Dot-pattern hero background with optional streams, labels, logo mark, and pointer interaction.
$ npx context-ds add hero-dot-fieldUsage
Use it for
A Hero's background (<HeroDotField fine lively streams /> on the home page, fine lively streams miniStreams on a short page header, fine solidDots={false} for a quiet field). It clears around content marked with the pattern hole attribute, or, with none marked, around the hero's text, actions and media. Color it with a text class (text-brand/60 by default, text-white/40 on blue).
Avoid
- A dot field behind body text
- Two dot fields in one hero
- Dots in a color other than the brand blue or white
Dependencies: hero-pattern-hole
Example
examples/hero-dot-field.tsx
import { Hero, HeroMedia, HeroMediaCard, HeroPill } from "@/components/site/hero";import { Button } from "@/components/ui/button";import { HeroDotField } from "@/components/visuals/hero-dot-field";export function Site() { return ( <Hero background={<HeroDotField fine lively streams fillFootOnPhones />} eyebrow={<HeroPill>Backed by Y Combinator</HeroPill>} title="The web {context} API for agents" accent={["{context}", "agents"]} description="One API for agents to scrape, search, monitor, and collect data from the web." actions={ <> <Button asChild variant="pill"> <a href="https://context.dev/signup">Start for free</a> </Button> <Button asChild variant="pill-outline"> <a href="https://docs.context.dev">Read the docs</a> </Button> </> } media={ <HeroMedia className="max-w-160"> <HeroMediaCard> <div className="flex h-56 w-full items-end justify-center p-4 font-mono text-caption text-fg-muted">POST /v1/scrape</div> </HeroMediaCard> </HeroMedia> } /> );}Source
components/visuals/hero-dot-field.tsx
"use client";import * as React from "react";import { cn } from "@/lib/utils";import { LOGO_MARK_HEIGHT, LOGO_MARK_WIDTH, logoMarkKindAt } from "./hero-dot-logo-shape";import { HERO_PATTERN_HOLE_ATTRIBUTE } from "@/components/visuals/hero-pattern-hole";const DESKTOP_PITCH = 16;const MOBILE_PITCH = 12;const MOBILE_BREAKPOINT = 640;const DOT_RADIUS_RATIO = 0.32;const NOISE_CELL_SIZE_IN_DOTS = 11;const BAND_LEVELS = [0.32, 0.5, 0.68];const BAND_HALF_WIDTH = 0.045;// A lively field sits behind a page's main content, so its bands run thinner and it fades toward the middle.const LIVELY_BAND_HALF_WIDTH = 0.028;const LIVELY_CENTER_FADE = "radial-gradient(ellipse 42% 48% at 50% 48%, color-mix(in srgb, var(--ds-color-black) 20%, transparent), color-mix(in srgb, var(--ds-color-black) 55%, transparent) 60%, var(--ds-color-black) 100%)";// A stream field leaves the middle bare for the content: curved streams of dots run in from the edges, wide where they// enter and tapering to a thread as they near the content, with light pulsing along them toward it.const STREAM_ENTRY_HALF_WIDTH_IN_DOTS = 5.5;const STREAM_TAIL_HALF_WIDTH_IN_DOTS = 0.5;const STREAM_SAMPLES = 120;const STREAM_RING_SHARE = 0.3;const STREAM_LIT_SHARE = 0.12;const STREAM_TAIL_OPACITY = 0.5;// A mini stream field draws each side's streams in a box as tall as the field and pinned to its own edge, so a short// band keeps the streams' curves instead of flattening them across its whole width. The streams thin only by half,// because at a true scale a band's corners hold too few dots to read.const MINI_STREAM_BOX_ASPECT = 3.2;const MINI_STREAM_MIN_WIDTH_SCALE = 0.5;const FULL_STREAM_FIELD_HEIGHT_PX = 900;const PULSE_SPEED_PX_PER_S = 320;const PULSE_HALF_LENGTH_IN_DOTS = 1.6;const PULSE_TICK_MS = 50;// Longer than the gap between a staggered entrance's steps (60ms), so their endings count as one.const ENTRANCE_SETTLE_MS = 150;const PAGE_SETTLE_TIMEOUT_MS = 3000;const PULSE_TRANSITION_MS = 120;const PULSE_REST_MIN_MS = 5000;const PULSE_REST_MAX_MS = 12000;const LIT_DOT_SHARE = 0.07;// A lively field lights about a tenth of its dots, so the blue carries across the whole surface.const LIVELY_LIT_DOT_SHARE = 0.09;const RING_DOT_SHARE = 0.1;const DIM_OPACITY = 0.14;const RING_OPACITY = 0.55;const HOLE_CLEARANCE_RATIO = 1;// How far an oval hole's edge wanders in or out, as a share of its radius, so the pattern frays around it.const OVAL_EDGE_JITTER = 0.3;const SWAP_INTERVAL_MS = 900;const SWAPS_PER_TICK = 2;const SWAP_REACH_IN_DOTS = 2;// A lively field moves its light around faster and has dots flicker between kinds on their own.const LIVELY_SWAP_INTERVAL_MS = 600;const LIVELY_SWAPS_PER_TICK = 3;const LIVELY_TWINKLE_INTERVAL_MS = 450;const LIVELY_TWINKLES_PER_TICK = 1;const TRAIL_HOLD_MS = 1200;const TRAIL_TRANSITION_MS = 150;const TRAIL_SPAWN_COUNT = 4;const TRAIL_SPAWN_REACH_IN_DOTS = 2;const TRAIL_MAX_SPAWNED = 160;const SEED = 7;const WORD_SIZE = 12;// Doto is monospaced, each letter three fifths of its size wide.const WORD_ADVANCE = 0.6;const WORD_MARGIN_CELLS = 1;// Doto sets a tenth of its size of empty space after the last letter, which would leave the border wider on the right.const WORD_TRAILING_BEARING = 0.1;const WORD_BORDER = { paddingX: 5, height: 18, radius: 2, opacity: 0.35 };// With no element marked as a hole, the field clears around the content it sits behind (a library Hero's title,// description, actions and media), so it works without any markup.const AUTO_TEXT_HOLES = "h1, h2, h3, h4, p";const AUTO_BOX_HOLES = "a, button, img, input, [data-slot='hero-media'], [data-slot='hero-pill']";type DotKind = "dim" | "lit" | "ring";const KINDS: DotKind[] = ["dim", "lit", "ring"];const INVERTED_KIND: Record<DotKind, DotKind> = { dim: "ring", ring: "lit", lit: "ring" };interface Rect { left: number; top: number; right: number; bottom: number; /** An opaque box (the hole kind `box`): the logo mark may run on underneath it, where it is simply hidden. */ opaque?: boolean; /** The ellipse inscribed in the box, with a frayed edge (the hole kind `oval`). */ oval?: boolean;}interface Dot { key: string; cx: number; cy: number; kind: DotKind; opacity?: number;}interface PlacedWord { text: string; x: number; y: number;}interface FieldLayout { pitch: number; radius: number; dots: Dot[]; words: PlacedWord[]; clearedCells: Set<string>; /** Dots of the logo mark: the pointer trail flips them like any other, but the drifting light leaves them be. */ markCells: Set<string>; streams: StreamLayout[];}// The mark in the field's bottom-right corner, running off the right and bottom edges. Only shown on wide fields,// where it clears the hero's content.const LOGO_MARK = { widthPx: 640, overhangRightPx: 64, overhangBottomPx: 96, minFieldWidth: 1024 };function hash(x: number, y: number) { let h = Math.imul(x, 374761393) + Math.imul(y, 668265263) + Math.imul(SEED, 2147483647); h = Math.imul(h ^ (h >>> 13), 1274126177); return ((h ^ (h >>> 16)) >>> 0) / 4294967296;}function smoothstep(t: number) { return t * t * (3 - 2 * t);}function valueNoise(x: number, y: number) { const x0 = Math.floor(x); const y0 = Math.floor(y); const tx = smoothstep(x - x0); const ty = smoothstep(y - y0); const top = hash(x0, y0) + (hash(x0 + 1, y0) - hash(x0, y0)) * tx; const bottom = hash(x0, y0 + 1) + (hash(x0 + 1, y0 + 1) - hash(x0, y0 + 1)) * tx; return top + (bottom - top) * ty;}function layeredNoise(x: number, y: number) { return (valueNoise(x, y) * 2 + valueNoise(x * 2 + 17, y * 2 + 31)) / 3;}// Dots sit on a few of the noise's contour levels, so they gather into winding bands rather than scattered blobs.function isOnBand(column: number, row: number, halfWidth = BAND_HALF_WIDTH) { const level = layeredNoise(column / NOISE_CELL_SIZE_IN_DOTS, row / NOISE_CELL_SIZE_IN_DOTS); return BAND_LEVELS.some((bandLevel) => Math.abs(level - bandLevel) < halfWidth);}type Point = [number, number];/** A quadratic curve in shares of the field's width and height: where it enters, where it bends toward, where it ends. */type StreamCurve = [Point, Point, Point];// Each stream points at the headline or the demo, so the web reads as flowing into the product. The two sides differ// on purpose, and some streams enter through the top or bottom edge, so the whole reads as one current.const STREAM_CURVES: StreamCurve[] = [ [ [-0.04, 0.04], [0.12, 0.08], [0.23, 0.36], ], [ [-0.04, 0.42], [0.08, 0.54], [0.22, 0.62], ], [ [0.04, 1.05], [0.08, 0.82], [0.22, 0.78], ], [ [0.9, -0.05], [0.9, 0.16], [0.78, 0.3], ], [ [1.04, 0.3], [0.9, 0.3], [0.77, 0.46], ], [ [1.04, 0.62], [0.92, 0.7], [0.78, 0.7], ], [ [0.97, 1.05], [0.94, 0.9], [0.8, 0.82], ],];// On a phone the side streams are only slivers at the edges, so these sweep in across the foot from both sides.const PHONE_FOOT_STREAM_CURVES: StreamCurve[] = [ [ [-0.06, 0.74], [0.28, 0.84], [0.46, 1.05], ], [ [1.06, 0.82], [0.72, 0.88], [0.58, 1.05], ],];interface StreamLayout { dots: StreamDot[]; lengthPx: number;}interface StreamDot { key: string; /** How far along its stream the dot sits, from where it enters (0) to its tail (1). */ progress: number;}interface StreamSet { curves: StreamCurve[]; /** Shrinks the streams' width along with a mini field, so they stay threads rather than bands. */ widthScale: number;}function streamSet(width: number, height: number, mini: boolean, fillFootOnPhones: boolean): StreamSet { if (!mini) return { curves: fillFootOnPhones && width < MOBILE_BREAKPOINT ? [...STREAM_CURVES, ...PHONE_FOOT_STREAM_CURVES] : STREAM_CURVES, widthScale: 1 }; const boxShare = Math.min(1, (height * MINI_STREAM_BOX_ASPECT) / width); const toFieldShare = (x: number, isLeftSide: boolean) => (isLeftSide ? x * boxShare : 1 - (1 - x) * boxShare); return { curves: STREAM_CURVES.map((curve) => { const isLeftSide = curve[2][0] < 0.5; return curve.map(([x, y]) => [toFieldShare(x, isLeftSide), y]) as StreamCurve; }), widthScale: Math.min(1, Math.max(MINI_STREAM_MIN_WIDTH_SCALE, height / FULL_STREAM_FIELD_HEIGHT_PX)), };}function pointOnCurve([start, bend, end]: StreamCurve, t: number, width: number, height: number): Point { const inverse = 1 - t; const x = inverse * inverse * start[0] + 2 * inverse * t * bend[0] + t * t * end[0]; const y = inverse * inverse * start[1] + 2 * inverse * t * bend[1] + t * t * end[1]; return [x * width, y * height];}function curveLength(curve: StreamCurve, width: number, height: number) { let length = 0; let previous = pointOnCurve(curve, 0, width, height); for (let sample = 1; sample <= STREAM_SAMPLES; sample++) { const point = pointOnCurve(curve, sample / STREAM_SAMPLES, width, height); length += Math.hypot(point[0] - previous[0], point[1] - previous[1]); previous = point; } return length;}function cellKey(column: number, row: number) { return `${column}:${row}`;}// Stamps each stream onto the grid by walking along it and claiming the cells within its width; a cell two streams// cross keeps the first.function layOutStreams(columns: number, rows: number, width: number, height: number, pitch: number, { curves, widthScale }: StreamSet) { const progressByCell = new Map<string, { stream: number; progress: number; distance: number }>(); const entryHalfWidth = Math.max(STREAM_TAIL_HALF_WIDTH_IN_DOTS, STREAM_ENTRY_HALF_WIDTH_IN_DOTS * widthScale); curves.forEach((curve, stream) => { for (let sample = 0; sample <= STREAM_SAMPLES; sample++) { const t = sample / STREAM_SAMPLES; const [x, y] = pointOnCurve(curve, t, width, height); const halfWidth = (entryHalfWidth + (STREAM_TAIL_HALF_WIDTH_IN_DOTS - entryHalfWidth) * t) * pitch; const reach = Math.ceil(halfWidth / pitch); const centerColumn = Math.floor(x / pitch); const centerRow = Math.floor(y / pitch); for (let row = centerRow - reach; row <= centerRow + reach; row++) { for (let column = centerColumn - reach; column <= centerColumn + reach; column++) { if (column < 0 || row < 0 || column >= columns || row >= rows) continue; const distance = Math.hypot(column * pitch + pitch / 2 - x, row * pitch + pitch / 2 - y); if (distance > halfWidth) continue; const key = cellKey(column, row); const claimed = progressByCell.get(key); if (claimed && (claimed.stream !== stream || claimed.distance <= distance)) continue; progressByCell.set(key, { stream, progress: t, distance }); } } } }); return progressByCell;}// The stream breaks up toward its tail, so it frays into the open middle rather than ending in a blunt point.function streamDotKind(column: number, row: number, progress: number): DotKind | null { if (hash(column + 71, row + 37) < progress ** 2 * 0.7) return null; const roll = hash(column + 101, row + 211); return roll < STREAM_RING_SHARE ? "ring" : roll > 1 - STREAM_LIT_SHARE ? "lit" : "dim";}function textLineBoxes(element: Element) { const range = document.createRange(); range.selectNodeContents(element); return Array.from(range.getClientRects());}function holeRect(box: DOMRect, origin: DOMRect, kind: string | null): Rect { return { left: box.left - origin.left, top: box.top - origin.top, right: box.right - origin.left, bottom: box.bottom - origin.top, opaque: kind === "box", oval: kind === "oval", };}// Holes are looked up across the whole hero (the field may sit in a background layer beside the content) and measured// against the field's own box.function measureContentHoles(scope: HTMLElement, field: HTMLElement, svg: SVGSVGElement): Rect[] { const origin = field.getBoundingClientRect(); const holes: Rect[] = []; const marked = Array.from(scope.querySelectorAll(`[${HERO_PATTERN_HOLE_ATTRIBUTE}]`)); // Layers beside the field (a Hero's background slot) are not content, so they never cut holes. const isOwn = (element: Element) => svg.contains(element) || (field !== scope && field.contains(element)); const elements: [Element, string | null][] = marked.length ? marked.map((element) => [element, element.getAttribute(HERO_PATTERN_HOLE_ATTRIBUTE)]) : [ ...Array.from(scope.querySelectorAll(AUTO_TEXT_HOLES)).map((element) => [element, "text"] as [Element, string]), ...Array.from(scope.querySelectorAll(AUTO_BOX_HOLES)).map((element) => [element, "snug-box"] as [Element, string]), ]; for (const [element, kind] of elements) { if (isOwn(element)) continue; const boxes = kind === "text" ? textLineBoxes(element) : [element.getBoundingClientRect()]; for (const box of boxes) if (box.width > 0 && box.height > 0) holes.push(holeRect(box, origin, kind)); } return holes;}function buildLayout( width: number, height: number, holes: Rect[], words: string[], fixedPitch: number | undefined, litShare: number, logoMark: boolean, streams: boolean, miniStreams: boolean, fillFootOnPhones: boolean,): FieldLayout { const pitch = fixedPitch ?? (width < MOBILE_BREAKPOINT ? MOBILE_PITCH : DESKTOP_PITCH); const clearance = pitch * HOLE_CLEARANCE_RATIO; const isInHole = (x: number, y: number, hole: Rect) => { if (hole.oval) { const radiusX = (hole.right - hole.left) / 2; const radiusY = (hole.bottom - hole.top) / 2; const distance = Math.hypot((x - hole.left - radiusX) / radiusX, (y - hole.top - radiusY) / radiusY); return distance + (hash(Math.round(x), Math.round(y)) - 0.5) * OVAL_EDGE_JITTER < 1; } return x > hole.left - clearance && x < hole.right + clearance && y > hole.top - clearance && y < hole.bottom + clearance; }; const isCleared = (x: number, y: number) => holes.some((hole) => isInHole(x, y, hole)); // The mark passes under opaque content such as a demo panel rather than stopping short of it, but still keeps clear // of text, so it never runs behind a label. const isClearedForMark = (x: number, y: number) => holes.some((hole) => !hole.opaque && isInHole(x, y, hole)); const dots: Dot[] = []; const clearedCells = new Set<string>(); const markCells = new Set<string>(); const streamShapes = streamSet(width, height, miniStreams, fillFootOnPhones); const columns = Math.floor(width / pitch); const rows = Math.floor(height / pitch); const streamCells = streams ? layOutStreams(columns, rows, width, height, pitch, streamShapes) : null; const streamLayouts: StreamLayout[] = streamShapes.curves.map((curve) => ({ dots: [], lengthPx: curveLength(curve, width, height) })); const showMark = logoMark && width >= LOGO_MARK.minFieldWidth; const markUnitsPerPx = LOGO_MARK_WIDTH / LOGO_MARK.widthPx; const markLeft = width - LOGO_MARK.widthPx + LOGO_MARK.overhangRightPx; const markTop = height + LOGO_MARK.overhangBottomPx - LOGO_MARK.widthPx / (LOGO_MARK_WIDTH / LOGO_MARK_HEIGHT); const bandHalfWidth = litShare === LIVELY_LIT_DOT_SHARE ? LIVELY_BAND_HALF_WIDTH : BAND_HALF_WIDTH; for (let row = 0; row < rows; row++) { for (let column = 0; column < columns; column++) { const key = cellKey(column, row); const cx = column * pitch + pitch / 2; const cy = row * pitch + pitch / 2; const inMarkBox = showMark && cx >= markLeft - clearance && cy >= markTop - clearance; if (inMarkBox ? isClearedForMark(cx, cy) : isCleared(cx, cy)) { clearedCells.add(key); continue; } if (inMarkBox) { const markKind = logoMarkKindAt((cx - markLeft) * markUnitsPerPx, (cy - markTop) * markUnitsPerPx, pitch * DOT_RADIUS_RATIO * markUnitsPerPx); if (markKind) { markCells.add(key); dots.push({ key, cx, cy, kind: markKind }); } continue; } if (streamCells) { const streamCell = streamCells.get(key); const kind = streamCell && streamDotKind(column, row, streamCell.progress); if (!streamCell || !kind) continue; streamLayouts[streamCell.stream].dots.push({ key, progress: streamCell.progress }); dots.push({ key, cx, cy, kind, opacity: 1 - (1 - STREAM_TAIL_OPACITY) * streamCell.progress }); continue; } if (!isOnBand(column, row, bandHalfWidth)) continue; const roll = hash(column + 101, row + 211); const kind: DotKind = roll < RING_DOT_SHARE ? "ring" : roll > 1 - litShare ? "lit" : "dim"; dots.push({ key, cx, cy, kind }); } } return { pitch, radius: pitch * DOT_RADIUS_RATIO, dots, words: placeWords(words, columns, rows, pitch, dots, clearedCells), clearedCells, markCells, streams: streamCells ? streamLayouts.filter((stream) => stream.dots.length > 0) : [], };}// Each word takes a run of open cells, with a cell of open space around it, so it reads as sitting in a gap of the// pattern. Each goes to the open spot farthest from those already placed. Their cells are then cleared, so the// pointer's trail never scatters dots over them.function placeWords(words: string[], columns: number, rows: number, pitch: number, dots: Dot[], clearedCells: Set<string>): PlacedWord[] { if (words.length === 0) return []; const taken = new Set([...dots.map((dot) => dot.key), ...clearedCells]); const isOpen = (column: number, row: number) => column >= 0 && row >= 0 && column < columns && row < rows && !taken.has(cellKey(column, row)); const placed: { word: PlacedWord; column: number; row: number }[] = []; for (const text of words) { const span = Math.ceil((text.length * WORD_ADVANCE * WORD_SIZE) / pitch); const fits = (column: number, row: number) => { for (let dy = -WORD_MARGIN_CELLS; dy <= WORD_MARGIN_CELLS; dy++) { for (let dx = -WORD_MARGIN_CELLS; dx < span + WORD_MARGIN_CELLS; dx++) if (!isOpen(column + dx, row + dy)) return false; } return true; }; let best: { column: number; row: number; score: number } | null = null; for (let row = WORD_MARGIN_CELLS; row < rows - WORD_MARGIN_CELLS; row++) { for (let column = WORD_MARGIN_CELLS; column < columns - span - WORD_MARGIN_CELLS; column++) { if (!fits(column, row)) continue; const distance = placed.length ? Math.min(...placed.map((other) => Math.hypot(other.column - column, other.row - row))) : hash(column + 17, row + 29); if (!best || distance > best.score) best = { column, row, score: distance }; } } if (!best) continue; for (let dx = 0; dx < span; dx++) taken.add(cellKey(best.column + dx, best.row)); for (let dx = -WORD_MARGIN_CELLS; dx < span + WORD_MARGIN_CELLS; dx++) { for (let dy = -WORD_MARGIN_CELLS; dy <= WORD_MARGIN_CELLS; dy++) clearedCells.add(cellKey(best.column + dx, best.row + dy)); } placed.push({ word: { text, x: best.column * pitch, y: (best.row + 0.5) * pitch }, column: best.column, row: best.row }); } return placed.map(({ word }) => word);}function kindStyle(kind: DotKind) { return { fillOpacity: kind === "ring" ? 0 : kind === "lit" ? 1 : DIM_OPACITY, strokeOpacity: kind === "ring" ? RING_OPACITY : 0, };}function paint(circle: SVGCircleElement | undefined, kind: DotKind) { if (!circle) return; const style = kindStyle(kind); circle.style.fillOpacity = String(style.fillOpacity); circle.style.strokeOpacity = String(style.strokeOpacity);}function pickRandom<T>(items: T[]) { return items[Math.floor(Math.random() * items.length)];}/** * Brings the field to life: lit dots hand their light to a dim neighbor in the same band, and the pointer leaves a * trail, flipping the kind of each dot it crosses and scattering a few short-lived dots wherever it crosses open space. */function animateField(scope: HTMLElement, field: HTMLElement, svg: SVGSVGElement, spawnLayer: SVGGElement, layout: FieldLayout, lively: boolean, solidDots: boolean) { // Without solid dots, any dot the trail or a scattered spawn would light shows as a ring instead. const paintKind = (circle: SVGCircleElement | undefined, kind: DotKind) => paint(circle, solidDots || kind !== "lit" ? kind : "ring"); const circles = new Map<string, SVGCircleElement>(); for (const circle of svg.querySelectorAll<SVGCircleElement>("circle[data-dot]")) circles.set(circle.dataset.dot ?? "", circle); const kinds = new Map(layout.dots.map((dot) => [dot.key, dot.kind])); for (const [key, kind] of kinds) paintKind(circles.get(key), kind); const inverted = new Map<string, number>(); const spawnedCells = new Set<string>(); const timers = new Set<number>(); const later = (callback: () => void, delay: number) => { const timer = window.setTimeout(() => { timers.delete(timer); callback(); }, delay); timers.add(timer); }; let onScreen = true; const visibility = new IntersectionObserver(([entry]) => { onScreen = entry.isIntersecting; }); visibility.observe(field); // Streams carry their light as pulses toward the content, so it is not also handed around dot by dot. const drift = window.setInterval( () => { if (document.hidden || !onScreen || layout.streams.length > 0) return; const lit = Array.from(kinds).filter(([key, kind]) => kind === "lit" && !inverted.has(key) && !layout.markCells.has(key)); for (let swap = 0; swap < (lively ? LIVELY_SWAPS_PER_TICK : SWAPS_PER_TICK) && lit.length > 0; swap++) { const [from] = pickRandom(lit); const [column, row] = from.split(":").map(Number); const candidates: string[] = []; for (let dy = -SWAP_REACH_IN_DOTS; dy <= SWAP_REACH_IN_DOTS; dy++) { for (let dx = -SWAP_REACH_IN_DOTS; dx <= SWAP_REACH_IN_DOTS; dx++) { const key = cellKey(column + dx, row + dy); if (kinds.get(key) === "dim" && !inverted.has(key)) candidates.push(key); } } if (candidates.length === 0) continue; const to = pickRandom(candidates); kinds.set(from, "dim"); kinds.set(to, "lit"); paintKind(circles.get(from), "dim"); paintKind(circles.get(to), "lit"); } }, lively ? LIVELY_SWAP_INTERVAL_MS : SWAP_INTERVAL_MS, ); const invert = (key: string) => { const kind = kinds.get(key); if (!kind || inverted.has(key)) return; const circle = circles.get(key); inverted.set(key, 1); circle?.style.setProperty("transition-duration", `${TRAIL_TRANSITION_MS}ms`); paintKind(circle, INVERTED_KIND[kind]); later(() => { inverted.delete(key); circle?.style.removeProperty("transition-duration"); paintKind(circle, kinds.get(key) ?? kind); }, TRAIL_HOLD_MS); }; const pulses = layout.streams.map((stream) => ({ stream, position: 0, restUntil: performance.now() + Math.random() * PULSE_REST_MAX_MS, lit: new Set<string>() })); const pulseTimer = pulses.length > 0 ? window.setInterval(() => { if (document.hidden || !onScreen) return; const now = performance.now(); for (const pulse of pulses) { if (now < pulse.restUntil) continue; pulse.position += (PULSE_SPEED_PX_PER_S * PULSE_TICK_MS) / 1000 / pulse.stream.lengthPx; const halfLength = (PULSE_HALF_LENGTH_IN_DOTS * layout.pitch) / pulse.stream.lengthPx; const nowLit = new Set<string>(); if (pulse.position <= 1 + halfLength) { for (const dot of pulse.stream.dots) if (Math.abs(dot.progress - pulse.position) < halfLength) nowLit.add(dot.key); } else { pulse.position = -halfLength; pulse.restUntil = now + PULSE_REST_MIN_MS + Math.random() * (PULSE_REST_MAX_MS - PULSE_REST_MIN_MS); } for (const key of pulse.lit) { if (nowLit.has(key) || inverted.has(key)) continue; const circle = circles.get(key); circle?.style.removeProperty("transition-duration"); paint(circle, kinds.get(key) ?? "dim"); } for (const key of nowLit) { if (pulse.lit.has(key) || inverted.has(key)) continue; const circle = circles.get(key); circle?.style.setProperty("transition-duration", `${PULSE_TRANSITION_MS}ms`); paint(circle, "lit"); } pulse.lit = nowLit; } }, PULSE_TICK_MS) : 0; const dotKeys = Array.from(kinds.keys()).filter((key) => !layout.markCells.has(key)); const twinkle = lively ? window.setInterval(() => { if (document.hidden || !onScreen || dotKeys.length === 0) return; for (let count = 0; count < LIVELY_TWINKLES_PER_TICK; count++) invert(pickRandom(dotKeys)); }, LIVELY_TWINKLE_INTERVAL_MS) : 0; const scatter = (column: number, row: number) => { const origin = cellKey(column, row); if (spawnedCells.has(origin) || spawnLayer.childElementCount >= TRAIL_MAX_SPAWNED) return; spawnedCells.add(origin); later(() => spawnedCells.delete(origin), TRAIL_HOLD_MS); const open: [number, number][] = []; for (let dy = -TRAIL_SPAWN_REACH_IN_DOTS; dy <= TRAIL_SPAWN_REACH_IN_DOTS; dy++) { for (let dx = -TRAIL_SPAWN_REACH_IN_DOTS; dx <= TRAIL_SPAWN_REACH_IN_DOTS; dx++) { const key = cellKey(column + dx, row + dy); if (column + dx >= 0 && row + dy >= 0 && !kinds.has(key) && !layout.clearedCells.has(key) && !spawnedCells.has(key)) open.push([column + dx, row + dy]); } } for (let count = 0; count < TRAIL_SPAWN_COUNT && open.length > 0; count++) { const [spawnColumn, spawnRow] = open.splice(Math.floor(Math.random() * open.length), 1)[0]; const spawnKey = cellKey(spawnColumn, spawnRow); spawnedCells.add(spawnKey); const circle = document.createElementNS("http://www.w3.org/2000/svg", "circle"); circle.setAttribute("cx", String(spawnColumn * layout.pitch + layout.pitch / 2)); circle.setAttribute("cy", String(spawnRow * layout.pitch + layout.pitch / 2)); circle.setAttribute("r", String(layout.radius - 0.5)); circle.style.opacity = "0"; circle.style.transitionDuration = `${TRAIL_TRANSITION_MS}ms`; paintKind(circle, pickRandom(KINDS)); spawnLayer.appendChild(circle); requestAnimationFrame(() => (circle.style.opacity = "1")); later(() => { circle.style.removeProperty("transition-duration"); circle.style.opacity = "0"; }, TRAIL_HOLD_MS); later(() => { circle.remove(); spawnedCells.delete(spawnKey); }, TRAIL_HOLD_MS * 2); } }; const visit = (column: number, row: number) => { const key = cellKey(column, row); if (layout.clearedCells.has(key)) return; if (kinds.has(key)) invert(key); else scatter(column, row); }; // Steps along the segment since the last event, so a fast flick still marks every cell it crosses. let last: { x: number; y: number } | null = null; // Measured once per scroll or resize rather than on every pointer move, which would force a layout each time. let origin: DOMRect | null = null; const forgetOrigin = () => { origin = null; }; const onPointerMove = (event: PointerEvent) => { if (event.pointerType !== "mouse") return; origin ??= field.getBoundingClientRect(); const point = { x: event.clientX - origin.left, y: event.clientY - origin.top }; const from = last ?? point; const steps = Math.max(1, Math.ceil(Math.hypot(point.x - from.x, point.y - from.y) / (layout.pitch / 2))); let previousCell = ""; for (let step = 1; step <= steps; step++) { const column = Math.floor((from.x + ((point.x - from.x) * step) / steps) / layout.pitch); const row = Math.floor((from.y + ((point.y - from.y) * step) / steps) / layout.pitch); const key = cellKey(column, row); if (key === previousCell) continue; previousCell = key; visit(column, row); } last = point; }; const onPointerLeave = () => { last = null; }; // Listens on the hero, not the field: the field never takes pointer events, so clicks go to the content. scope.addEventListener("pointermove", onPointerMove, { passive: true }); scope.addEventListener("pointerleave", onPointerLeave); window.addEventListener("scroll", forgetOrigin, { passive: true }); window.addEventListener("resize", forgetOrigin, { passive: true }); return () => { window.clearInterval(drift); window.clearInterval(twinkle); window.clearInterval(pulseTimer); visibility.disconnect(); for (const timer of timers) window.clearTimeout(timer); scope.removeEventListener("pointermove", onPointerMove); scope.removeEventListener("pointerleave", onPointerLeave); window.removeEventListener("scroll", forgetOrigin); window.removeEventListener("resize", forgetOrigin); spawnLayer.replaceChildren(); };}// Every fading dot repaints the whole field, which on a phone competes with loading and hydrating the page. The field// shows at once and only starts moving after the page has loaded and the browser has gone idle.let pageHasSettled = false;function afterPageSettles(start: () => void): () => void { if (pageHasSettled) { start(); return () => {}; } let cancelRun = () => {}; const settle = () => { const run = () => { pageHasSettled = true; start(); }; if ("requestIdleCallback" in window) { const idleCallback = window.requestIdleCallback(run, { timeout: PAGE_SETTLE_TIMEOUT_MS }); cancelRun = () => window.cancelIdleCallback(idleCallback); } else { const timer = setTimeout(run, 1); cancelRun = () => clearTimeout(timer); } }; if (document.readyState === "complete") settle(); else window.addEventListener("load", settle, { once: true }); return () => { window.removeEventListener("load", settle); cancelRun(); };}// The field the dots belong to: the hero (or section) around it, where the content and its holes live.function scopeOf(field: HTMLElement) { return field.closest<HTMLElement>("[data-slot='hero'], section") ?? field;}const DOT_TRANSITION_CLASS = "[&>circle]:transition-[fill-opacity,stroke-opacity,opacity] [&>circle]:duration-700 [&>circle]:ease-in-out motion-reduce:[&>circle]:transition-none";export interface HeroDotFieldProps { className?: string; /** Short labels set in open gaps of the pattern. */ words?: string[]; wordClassName?: string; /** The smaller dots of a narrow field, at any width, so a wide field can match them. */ fine?: boolean; /** More motion on its own: faster drifting light and dots that flicker without the pointer. */ lively?: boolean; /** The Context.dev mark, large in the bottom-right corner, drawn in the field's own dots. */ logoMark?: boolean; /** Curved streams of dots running in from the edges toward the content, with light pulsing along them. */ streams?: boolean; /** With `streams`, draws them small in the corners, keeping their shapes, for a field much wider than it is tall. */ miniStreams?: boolean; /** With `streams`, two more sweep across the bottom on a phone, for content that stops well above the field's foot. */ fillFootOnPhones?: boolean; /** Off for only faint dots and rings, with no solid dots anywhere, even under the pointer. */ solidDots?: boolean;}/** * The hero's dot-grid backdrop: winding bands of faint dots, rings and a few lit dots, or with `streams`, curved streams * running in from the edges. It fills its parent (a Hero's `background` slot, or any positioned element) and clears * around every element of the hero marked with the hole attribute, or, with none marked, around the hero's text, * actions and media. The dots take `currentColor`; it never takes pointer events. */export function HeroDotField({ className, words = [], wordClassName, fine = false, lively = false, logoMark = false, streams = false, miniStreams = false, fillFootOnPhones = false, solidDots = true,}: HeroDotFieldProps) { const wordsKey = words.join(" "); const svgRef = React.useRef<SVGSVGElement>(null); const spawnLayerRef = React.useRef<SVGGElement>(null); const [layout, setLayout] = React.useState<FieldLayout | null>(null); React.useEffect(() => { const svg = svgRef.current; const field = svg?.parentElement; if (!svg || !field) return; const scope = scopeOf(field); let frame = 0; const relayout = () => { cancelAnimationFrame(frame); frame = requestAnimationFrame(() => setLayout( buildLayout( field.clientWidth, field.clientHeight, measureContentHoles(scope, field, svg), wordsKey ? wordsKey.split(" ") : [], fine ? MOBILE_PITCH : undefined, !solidDots ? 0 : lively ? LIVELY_LIT_DOT_SHARE : LIT_DOT_SHARE, logoMark, streams, miniStreams, fillFootOnPhones, ), ), ); }; const observer = new ResizeObserver(relayout); observer.observe(field); for (const hole of scope.querySelectorAll(`[${HERO_PATTERN_HOLE_ATTRIBUTE}]`)) observer.observe(hole); void document.fonts.ready.then(relayout); // An entrance animation moves the content without resizing it, so the holes are measured again once it settles. // Steps end one after another, and each rebuild re-renders every dot, so it waits for the last of them. let settleTimer = 0; const relayoutOnceSettled = () => { window.clearTimeout(settleTimer); settleTimer = window.setTimeout(relayout, ENTRANCE_SETTLE_MS); }; scope.addEventListener("animationend", relayoutOnceSettled); return () => { cancelAnimationFrame(frame); window.clearTimeout(settleTimer); observer.disconnect(); scope.removeEventListener("animationend", relayoutOnceSettled); }; }, [wordsKey, fine, lively, logoMark, streams, miniStreams, fillFootOnPhones, solidDots]); React.useEffect(() => { const svg = svgRef.current; const field = svg?.parentElement; const spawnLayer = spawnLayerRef.current; // Under reduced motion the field stays a still picture: no drifting light, pulses or pointer trail. if (!svg || !field || !spawnLayer || !layout || window.matchMedia("(prefers-reduced-motion: reduce)").matches) return; let stopAnimating: (() => void) | undefined; const cancelStart = afterPageSettles(() => { stopAnimating = animateField(scopeOf(field), field, svg, spawnLayer, layout, lively, solidDots); }); return () => { cancelStart(); stopAnimating?.(); }; }, [layout, lively, solidDots]); return ( <svg ref={svgRef} aria-hidden="true" data-dot-field="" className={cn( "pointer-events-none absolute inset-0 size-full text-brand/60 transition-opacity duration-700 ease-out motion-reduce:transition-none", layout ? "opacity-100" : "opacity-0", className, )} style={!streams && lively ? { maskImage: LIVELY_CENTER_FADE, WebkitMaskImage: LIVELY_CENTER_FADE } : undefined} > <g fill="currentColor" stroke="currentColor" strokeWidth="1" className={DOT_TRANSITION_CLASS}> {layout?.dots.map((dot) => <circle key={dot.key} data-dot={dot.key} cx={dot.cx} cy={dot.cy} r={layout.radius - 0.5} opacity={dot.opacity} style={kindStyle(dot.kind)} />)} </g> <g ref={spawnLayerRef} fill="currentColor" stroke="currentColor" strokeWidth="1" className={DOT_TRANSITION_CLASS} /> <g fill="currentColor" fontSize={WORD_SIZE} fontWeight={800} className={cn("font-data", wordClassName)}> {layout?.words.map((word) => ( <g key={word.text}> <rect x={word.x - WORD_BORDER.paddingX + 0.5} y={Math.round(word.y - WORD_BORDER.height / 2) + 0.5} width={Math.round(word.text.length * WORD_ADVANCE * WORD_SIZE - WORD_TRAILING_BEARING * WORD_SIZE + WORD_BORDER.paddingX * 2)} height={WORD_BORDER.height} rx={WORD_BORDER.radius} fill="none" stroke="currentColor" strokeOpacity={WORD_BORDER.opacity} /> <text x={word.x} y={word.y} dominantBaseline="central"> {word.text} </text> </g> ))} </g> </svg> );}components/visuals/hero-dot-logo-shape.ts
// The Context.dev mark's geometry, in its own 772.32 x 531.2 units: a rounded square with a round hole, and the disc// beside it. The hero dot field lays these out as its own dots, so the mark shares the field's grid, dot sizes and// pointer trail exactly.const SQUARE = { left: 260.5, top: 0, right: 772.32, bottom: 511.83 };const HOLE = { cx: 414.05, cy: 358.28, r: 153.55 };const DISC = { cx: 153.55, cy: 377.64, r: 153.55 };export const LOGO_MARK_WIDTH = 772.32;export const LOGO_MARK_HEIGHT = 531.2;export type LogoMarkKind = "lit" | "ring";/** * Solid parts of the mark are lit dots and the square's hole is drawn in rings, in the site's two-dot language. A dot is * only placed where its whole disc (`dotRadius`, in mark units) lands inside that part, so the outline stays clean. */export function logoMarkKindAt(x: number, y: number, dotRadius: number): LogoMarkKind | null { if (Math.hypot(x - DISC.cx, y - DISC.cy) <= DISC.r - dotRadius) return "lit"; // The disc's top rows run straight on into the square, filling the notch its curve would leave against the square's // left edge, so the two shapes read as one joined line there. const inJoin = x >= DISC.cx && x - dotRadius < SQUARE.left && y >= DISC.cy - DISC.r + dotRadius && y <= DISC.cy - Math.sqrt(DISC.r ** 2 - (SQUARE.left - DISC.cx) ** 2); if (inJoin) return "lit"; const inSquare = x - dotRadius >= SQUARE.left && x + dotRadius <= SQUARE.right && y - dotRadius >= SQUARE.top && y + dotRadius <= SQUARE.bottom; if (!inSquare) return null; const fromHole = Math.hypot(x - HOLE.cx, y - HOLE.cy); if (fromHole <= HOLE.r - dotRadius) return "ring"; return fromHole <= HOLE.r + dotRadius ? null : "lit";}Reference: src/components/sections/shared/hero-dot-field.tsx.