iconCloud
A Core block/component from Magic UI — clean-room reimplemented for Domphy (see methodology). Call iconCloud() with no arguments for a working demo, or edit the code below live.
Props
| Prop | Type | Description |
|---|---|---|
icons | IconCloudItem[] | Icons distributed evenly over the sphere. Defaults to 20 generic hand-authored glyphs. |
size | number | Square canvas/container size, in px. Defaults to 400. |
autoRotateSpeed | number | Idle auto-rotation base angular speed, radians/frame, at rest with the pointer centered. Ramps up as the pointer moves away from the canvas center. Defaults to 0.003. |
dragSensitivity | number | Drag sensitivity — radians of rotation per px of pointer movement. Defaults to 0.002. |
iconScaleRange | [number, number] | Icon render size range in px, [nearest, farthest]. Defaults to [42, 14]. |
iconOpacityRange | [number, number] | Icon opacity range, [nearest, farthest]. Defaults to [1, 0.25]. |
ariaLabel | string | — |
Implementation notes
Full 2D-canvas sphere-of-icons implementation as the spec calls for: golden-angle Fibonacci sphere point distribution (no pole clumping), idle auto-rotation, direct drag-to-spin, inertial coasting with a friction decay factor after release, painter's-algorithm back-to-front draw order, and depth-driven size/opacity interpolation. Respects prefers-reduced-motion for the idle spin (drag remains available, since that's user-initiated, not imposed motion). One deliberate API-shape simplification: vector icon content is accepted as inline SVG markup strings (glyphMarkup) rather than as full Domphy element trees, since a Domphy element is bound to one DOM node and can't be safely re-mounted per-frame onto a canvas — both image URLs and glyphMarkup are pre-rendered once to offscreen Image bitmaps, matching the spec's 'two alternate content sources, pre-rendered to offscreen images' guidance. In jsdom (no canvas npm package installed), getContext('2d') resolves to null, so the component's own guard bails out of the animation loop before it starts — this is the same, established fail-closed pattern this package already uses for its other canvas/WebGL components (see particles.ts, globe.ts), verified structurally rather than pixel-rendered in tests. Direct-source-diff fix (2026-07-05, follow-up): added the missing click-an-icon-to-focus-it interaction (easeOutCubic rotation tween), verified via before/after-click screenshots showing the sphere rotate.
Status: ported · Reference: Magic UI original
// magicui "Icon Cloud" — clean-room reimplementation from the public
// behavior/visual spec only (no upstream source viewed or copied). An
// interactive, auto-rotating "tag cloud" sphere of icon chips that the user
// can grab and spin with the mouse or touch, drifting on its own toward
// wherever the pointer rests when not being dragged. Clicking a single icon
// (a press with no drag) animates the whole sphere on an easeOutCubic tween
// so that icon settles at the front-center.
//
// Rendered on a single 2D `<canvas>` (not WebGL/DOM 3D transforms) since the
// point count is small and cheap to project by hand: a fixed set of points is
// pre-distributed evenly over a unit sphere via a golden-angle (Fibonacci)
// spiral — this avoids the pole-clumping a naive latitude/longitude grid
// would produce. Every frame, the points are rotated by the current
// accumulated yaw/pitch — driven directly by drag delta while dragging, or
// (when idle) drifting toward wherever the pointer currently rests: speed
// and direction both derive from the pointer's offset from the canvas
// center, so hovering near an edge spins the sphere faster in that
// direction, matching the reference's own idle behavior (there is no
// separate momentum/coasting phase after a drag ends) — then projected
// orthographically to 2D, sorted back-to-front by depth (painter's
// algorithm) so nearer icons occlude farther ones, and drawn with
// `drawImage` at a size/opacity interpolated from normalized depth. Vector
// glyphs are rasterized once to an offscreen `Image` via a data: URI; bitmap
// image URLs are pre-rendered into a 40x40 offscreen canvas behind a circular
// clip (so avatar/logo art reads as a disc, matching upstream's mask). Either
// way the per-frame draw path is a single `drawImage`, uniform across sources.
import type { DomphyElement, ElementNode } from "@domphy/core";
import { behavior } from "@domphy/core";
import { themeColorToken } from "@domphy/theme";
export interface IconCloudItem {
/** Bitmap image URL. Takes priority over `glyphMarkup` when both are set. */
image?: string;
/** Inline `<svg>...</svg>` markup (a plain string, not a Domphy element tree — pre-rendered to
* an offscreen bitmap once, the same as `image`). Ignored when `image` is set. */
glyphMarkup?: string;
/** Accessible label, surfaced via the canvas's `title` attribute on hover and in the textual fallback. */
label?: string;
}
export interface IconCloudProps {
/** Icons distributed evenly over the sphere. Defaults to 20 generic hand-authored glyphs. */
icons?: IconCloudItem[];
/** Square canvas/container size, in px. Defaults to 400. */
size?: number;
/** Idle auto-rotation base angular speed, radians/frame, at rest with the pointer centered.
* Ramps up as the pointer moves away from the canvas center. Defaults to 0.003. */
autoRotateSpeed?: number;
/** Drag sensitivity — radians of rotation per px of pointer movement. Defaults to 0.002. */
dragSensitivity?: number;
/** Icon render size range in px, `[nearest, farthest]`. Defaults to `[42, 14]`. */
iconScaleRange?: [number, number];
/** Icon opacity range, `[nearest, farthest]`. Defaults to `[1, 0.25]`. */
iconOpacityRange?: [number, number];
ariaLabel?: string;
}
const DEFAULT_SIZE = 400;
const DEFAULT_AUTO_ROTATE_SPEED = 0.003;
const DEFAULT_DRAG_SENSITIVITY = 0.002;
// Idle rotation isn't a fixed spin: it's a pointer-relative drift, same as the
// reference — speed ramps from `autoRotateSpeed` (pointer centered) up to
// `autoRotateSpeed + AUTO_ROTATE_HOVER_SPEED_BOOST` (pointer at the corner).
const AUTO_ROTATE_HOVER_SPEED_BOOST = 0.01;
const DEFAULT_ICON_SCALE_RANGE: [number, number] = [42, 14];
const DEFAULT_ICON_OPACITY_RANGE: [number, number] = [1, 0.25];
// Projected sphere radius as a fraction of canvas width. Upstream scales unit
// points by *100 inside a fixed 400px canvas, so the sphere radius is 25% of
// the width and the cloud fills roughly half the frame.
const SPHERE_RADIUS_RATIO = 0.25;
const GOLDEN_ANGLE = Math.PI * (3 - Math.sqrt(5));
// Click-to-focus tween: duration scales with the angular distance to travel,
// clamped so a tiny nudge still reads as motion and a half-turn doesn't crawl.
const FOCUS_MIN_DURATION_MS = 800;
const FOCUS_MAX_DURATION_MS = 2000;
const FOCUS_DURATION_PER_RADIAN_MS = 1000;
// A press whose total pointer travel stays under this (px) counts as a click
// (focus an icon); beyond it, the press is a drag (spin the sphere) instead.
const DRAG_CLICK_THRESHOLD_PX = 6;
// Hand-authored, simple geometric glyph shapes (24x24, stroke=currentColor) —
// generic placeholders standing in for "an icon goes here", not tracing any
// real icon set or trademarked logo.
const DEFAULT_GLYPH_INNER_SHAPES: string[] = [
'<circle cx="12" cy="12" r="8"/>',
'<rect x="5" y="5" width="14" height="14" rx="2"/>',
'<polygon points="12,4 20,20 4,20"/>',
'<polygon points="12,3 21,12 12,21 3,12"/>',
'<polygon points="12,3 20,8 20,16 12,21 4,16 4,8"/>',
'<polygon points="12,3 14.6,9.2 21.4,9.4 16,13.6 17.9,20.2 12,16.4 6.1,20.2 8,13.6 2.6,9.4 9.4,9.2"/>',
'<path d="M12 4v16M4 12h16"/>',
'<path d="M6 6l12 12M18 6L6 18"/>',
'<path d="M12 20s-7-4.4-9.5-9C.8 7.3 3 4 6.5 4c2 0 3.4 1 5.5 3 2.1-2 3.5-3 5.5-3 3.5 0 5.7 3.3 4 7-2.5 4.6-9.5 9-9.5 9z"/>',
'<path d="M7 18a4 4 0 0 1-.6-7.96A5 5 0 0 1 16 8a4 4 0 0 1 1 7.9M7 18h10"/>',
'<path d="M13 3 4 14h6l-1 7 9-11h-6l1-7z"/>',
'<path d="M20 14.5A8.5 8.5 0 1 1 9.5 4a7 7 0 0 0 10.5 10.5z"/>',
'<circle cx="12" cy="12" r="4"/><path d="M12 2v3M12 19v3M4 12H1M23 12h-3M5 5l2 2M17 17l2 2M19 5l-2 2M7 17l-2 2"/>',
'<path d="M12 3s7 7.5 7 12a7 7 0 1 1-14 0c0-4.5 7-12 7-12z"/>',
'<path d="M20 4S5 5 5 15a7 7 0 0 0 14 0c0-4-2-8.5 1-11z"/>',
'<circle cx="12" cy="12" r="3"/><path d="M12 2v3M12 19v3M4.2 6.5l2.3 1.6M17.5 15.9l2.3 1.6M2 12h3M19 12h3M4.2 17.5l2.3-1.6M17.5 8.1l2.3-1.6"/>',
'<path d="M12 3l8 3v6c0 5-3.5 8-8 9-4.5-1-8-4-8-9V6l8-3z"/>',
'<path d="M6 3v18M6 4h12l-3 4 3 4H6"/>',
'<path d="M6 10a6 6 0 0 1 12 0c0 5 2 6 2 6H4s2-1 2-6z"/><path d="M9.5 20a2.5 2.5 0 0 0 5 0"/>',
'<path d="M3 8l9-5 9 5-9 5-9-5z"/><path d="M3 8v8l9 5 9-5V8"/><path d="M12 13v8"/>',
];
function buildGlyphMarkup(innerShape: string, colorHex: string): string {
return (
`<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="${colorHex}" ` +
`stroke-width="1.8" stroke-linecap="round" stroke-linejoin="round">${innerShape}</svg>`
);
}
function defaultIcons(colorHex: string): IconCloudItem[] {
return DEFAULT_GLYPH_INNER_SHAPES.map((shape) => ({
glyphMarkup: buildGlyphMarkup(shape, colorHex),
}));
}
interface SpherePoint {
x: number;
y: number;
z: number;
}
/** Golden-angle (Fibonacci) spiral — distributes `count` points evenly over a unit sphere
* surface with no pole clumping, cheaper than iterative relaxation for a small fixed set. */
function buildFibonacciSpherePoints(count: number): SpherePoint[] {
const points: SpherePoint[] = [];
for (let index = 0; index < count; index += 1) {
const y = count === 1 ? 0 : 1 - (index / (count - 1)) * 2;
const radiusAtY = Math.sqrt(Math.max(0, 1 - y * y));
const theta = GOLDEN_ANGLE * index;
points.push({
x: Math.cos(theta) * radiusAtY,
y,
z: Math.sin(theta) * radiusAtY,
});
}
return points;
}
function rotatePoint(
point: SpherePoint,
yaw: number,
pitch: number,
): SpherePoint {
// Matches upstream's projection exactly: yaw (spin about the vertical axis)
// is applied first and alone determines depth (z), then pitch only slides the
// point vertically (y) reusing that pre-pitch depth — a deliberately partial,
// non-orthonormal rotation. Consequences that make it faithful to upstream:
// vertical drag moves icons up/down WITHOUT changing their depth/scale, and
// the yaw handedness (sign of the sin terms) matches, so horizontal drag
// spins the sphere the same direction as the reference.
const cosYaw = Math.cos(yaw);
const sinYaw = Math.sin(yaw);
const rotatedX = point.x * cosYaw - point.z * sinYaw;
const rotatedZ = point.x * sinYaw + point.z * cosYaw;
const cosPitch = Math.cos(pitch);
const sinPitch = Math.sin(pitch);
const rotatedY = point.y * cosPitch + rotatedZ * sinPitch;
return { x: rotatedX, y: rotatedY, z: rotatedZ };
}
function lerp(from: number, to: number, t: number): number {
return from + (to - from) * t;
}
function easeOutCubic(t: number): number {
return 1 - (1 - t) ** 3;
}
/** The absolute yaw/pitch that, applied via `rotatePoint`, bring `point` to the
* screen center (projected to the canvas center, on the viewer-facing side).
* Independent of the current rotation — the tween interpolates from wherever the
* sphere currently sits to these target angles. Uses upstream's exact target
* formula (yaw = atan2(x, z), pitch = -atan2(y, r_xz)); under the partial
* rotation the focused point lands at x=0, y=0 with depth r_xz — upstream does
* not renormalize it to the front pole, so neither do we. */
function focusRotationForPoint(point: SpherePoint): {
yaw: number;
pitch: number;
} {
const radiusInXZ = Math.sqrt(point.x * point.x + point.z * point.z);
return {
yaw: Math.atan2(point.x, point.z),
pitch: -Math.atan2(point.y, radiusInXZ),
};
}
/**
* An interactive, auto-rotating sphere of icon chips (2D canvas), drag-to-spin
* with a pointer-relative idle drift. Call with no arguments for a working
* demo — 20 generic glyphs auto-rotating, themed from the current context.
*/
function iconCloud(props: IconCloudProps = {}): DomphyElement<"div"> {
const size = props.size ?? DEFAULT_SIZE;
return {
div: [],
role: "img",
ariaLabel:
props.ariaLabel ?? "Interactive rotating cloud of icons — drag to spin",
style: {
position: "relative",
width: `${size}px`,
height: `${size}px`,
maxWidth: "100%",
aspectRatio: "1 / 1",
marginInline: "auto",
touchAction: "none",
},
...behavior<IconCloudProps>("magicui-icon-cloud", attachIconCloud, props),
};
}
function attachIconCloud(node: ElementNode, initialProps: IconCloudProps) {
let props = initialProps;
const size = () => props.size ?? DEFAULT_SIZE;
const autoRotateSpeed = () =>
props.autoRotateSpeed ?? DEFAULT_AUTO_ROTATE_SPEED;
const dragSensitivity = () =>
props.dragSensitivity ?? DEFAULT_DRAG_SENSITIVITY;
const scaleRange = () => props.iconScaleRange ?? DEFAULT_ICON_SCALE_RANGE;
const opacityRange = () =>
props.iconOpacityRange ?? DEFAULT_ICON_OPACITY_RANGE;
const container = node.domElement as HTMLElement | null;
if (!container || typeof document === "undefined") {
return { update() {}, destroy() {} };
}
const canvas = document.createElement("canvas");
canvas.setAttribute("aria-hidden", "true");
canvas.style.position = "absolute";
canvas.style.inset = "0";
canvas.style.width = "100%";
canvas.style.height = "100%";
canvas.style.borderRadius = "0.5rem"; // upstream canvas has rounded-lg corners
canvas.style.cursor = "grab";
container.appendChild(canvas);
const context = canvas.getContext("2d");
if (!context) return;
let iconColor = "#5a6472";
try {
iconColor = themeColorToken(node, "shift-11", "neutral");
} catch {
// Fall back to the default gray above if the theme isn't resolvable yet.
}
const icons = props.icons ?? defaultIcons(iconColor);
const points = buildFibonacciSpherePoints(icons.length);
interface LoadedIcon {
// Either the rasterized glyph (a plain <img>) or, for bitmap image URLs,
// a 40x40 offscreen canvas the source was circular-clipped into. Stays
// null until the load completes, so its presence is the readiness flag.
source: CanvasImageSource | null;
}
const loaded: LoadedIcon[] = icons.map(() => ({ source: null }));
icons.forEach((icon, index) => {
if (icon.image) {
// Bitmap image URL: load cross-origin (so the canvas stays clean) and
// pre-render into a 40x40 offscreen canvas behind a circular clip, so
// avatar/logo art reads as a disc — matching upstream's arc()+clip().
const image = new Image();
image.crossOrigin = "anonymous";
image.decoding = "async";
image.onload = () => {
const offscreen = document.createElement("canvas");
offscreen.width = 40;
offscreen.height = 40;
const offContext = offscreen.getContext("2d");
if (!offContext) return;
offContext.beginPath();
offContext.arc(20, 20, 20, 0, Math.PI * 2);
offContext.closePath();
offContext.clip();
offContext.drawImage(image, 0, 0, 40, 40);
loaded[index].source = offscreen;
};
image.src = icon.image;
return;
}
if (!icon.glyphMarkup) return;
// Vector glyph: rasterize the inline SVG once via a data: URI, drawn
// unclipped (as upstream renders its SVG icons — no circular mask).
const image = new Image();
image.decoding = "async";
image.onload = () => {
loaded[index].source = image;
};
image.src = `data:image/svg+xml,${encodeURIComponent(icon.glyphMarkup)}`;
});
const prefersReducedMotion =
typeof window.matchMedia === "function" &&
window.matchMedia("(prefers-reduced-motion: reduce)").matches;
interface FocusTarget {
yaw: number;
pitch: number;
startYaw: number;
startPitch: number;
startTime: number;
duration: number;
}
let yaw = 0;
let pitch = 0; // start flat, matching upstream's initial rotation (0, 0)
// Last-known pointer position in the canvas's own drawing space, used
// only to drive the idle drift below — starts at the top-left corner
// (maximum offset from center), matching the reference's own initial
// state, so the sphere drifts from the very first frame before any
// pointer input has landed on the canvas at all.
let pointerCanvasX = 0;
let pointerCanvasY = 0;
let dragging = false;
let lastPointerX = 0;
let lastPointerY = 0;
let pointerDownX = 0;
let pointerDownY = 0;
let pointerMovedFar = false;
let focusTarget: FocusTarget | null = null;
let width = container.clientWidth || size();
let frameHandle: number | null = null;
let resizeObserver: ResizeObserver | null = null;
const now = () =>
typeof performance !== "undefined" && typeof performance.now === "function"
? performance.now()
: Date.now();
const resizeCanvas = () => {
width = container.clientWidth || size();
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = width * dpr;
canvas.height = width * dpr;
context.setTransform(dpr, 0, 0, dpr, 0, 0);
};
resizeCanvas();
const draw = () => {
const sphereRadius = width * SPHERE_RADIUS_RATIO;
const centerX = width / 2;
const centerY = width / 2;
context.clearRect(0, 0, width, width);
const projected = points.map((point, index) => {
const rotated = rotatePoint(point, yaw, pitch);
const depth = (rotated.z + 1) / 2; // 0 = back, 1 = front
return {
index,
x: centerX + rotated.x * sphereRadius,
y: centerY + rotated.y * sphereRadius,
depth,
};
});
projected.sort((a, b) => a.depth - b.depth);
for (const entry of projected) {
const source = loaded[entry.index].source;
if (!source) continue;
const [nearSize, farSize] = scaleRange();
const [nearOpacity, farOpacity] = opacityRange();
const iconSize = lerp(farSize, nearSize, entry.depth);
const opacity = lerp(farOpacity, nearOpacity, entry.depth);
context.globalAlpha = opacity;
context.drawImage(
source,
entry.x - iconSize / 2,
entry.y - iconSize / 2,
iconSize,
iconSize,
);
}
context.globalAlpha = 1;
};
// Maps a client-space point onto the canvas's own drawing coordinates
// (the `width`-px space `draw` uses), tolerating any CSS scaling from the
// responsive `maxWidth: 100%`.
const toCanvasPoint = (
clientX: number,
clientY: number,
): { x: number; y: number } => {
const rect = canvas.getBoundingClientRect();
const scale = rect.width > 0 ? width / rect.width : 1;
return {
x: (clientX - rect.left) * scale,
y: (clientY - rect.top) * scale,
};
};
// Front-most icon (largest depth) whose rendered disc contains the point,
// or null if the click landed on empty space between icons.
const iconIndexAtPoint = (
canvasX: number,
canvasY: number,
): number | null => {
const sphereRadius = width * SPHERE_RADIUS_RATIO;
const centerX = width / 2;
const centerY = width / 2;
let bestIndex: number | null = null;
let bestDepth = -Infinity;
points.forEach((point, index) => {
const rotated = rotatePoint(point, yaw, pitch);
const depth = (rotated.z + 1) / 2;
const screenX = centerX + rotated.x * sphereRadius;
const screenY = centerY + rotated.y * sphereRadius;
const [nearSize, farSize] = scaleRange();
const hitRadius = lerp(farSize, nearSize, depth) / 2;
const dx = canvasX - screenX;
const dy = canvasY - screenY;
if (dx * dx + dy * dy <= hitRadius * hitRadius && depth > bestDepth) {
bestDepth = depth;
bestIndex = index;
}
});
return bestIndex;
};
const startFocus = (index: number) => {
const target = focusRotationForPoint(points[index]);
const distance = Math.hypot(target.yaw - yaw, target.pitch - pitch);
const duration = Math.min(
FOCUS_MAX_DURATION_MS,
Math.max(FOCUS_MIN_DURATION_MS, distance * FOCUS_DURATION_PER_RADIAN_MS),
);
focusTarget = {
yaw: target.yaw,
pitch: target.pitch,
startYaw: yaw,
startPitch: pitch,
startTime: now(),
duration,
};
};
const tick = () => {
// Belt-and-suspenders: bail without rescheduling once the canvas is
// no longer in the document, so this loop can't outlive the
// component even if the framework's own "Remove" hook never fires
// (e.g. a host that wipes the DOM directly instead of going through
// node removal).
if (!canvas.isConnected) return;
if (!dragging) {
if (focusTarget) {
// Click-to-focus easeOutCubic tween takes precedence over the
// idle drift until it completes.
const progress =
focusTarget.duration > 0
? Math.min(
1,
(now() - focusTarget.startTime) / focusTarget.duration,
)
: 1;
const eased = easeOutCubic(progress);
yaw =
focusTarget.startYaw +
(focusTarget.yaw - focusTarget.startYaw) * eased;
pitch =
focusTarget.startPitch +
(focusTarget.pitch - focusTarget.startPitch) * eased;
if (progress >= 1) focusTarget = null;
} else if (!prefersReducedMotion) {
// Idle drift: no separate momentum/coasting phase (matching the
// reference) — every non-dragging, non-tweening frame just leans
// the rotation toward wherever the pointer currently rests,
// speeding up the further that pointer sits from center.
const centerOffset = width / 2;
const offsetX = pointerCanvasX - centerOffset;
const offsetY = pointerCanvasY - centerOffset;
const maxOffsetDistance = Math.hypot(centerOffset, centerOffset);
const offsetRatio =
maxOffsetDistance > 0
? Math.hypot(offsetX, offsetY) / maxOffsetDistance
: 0;
const speed =
autoRotateSpeed() + offsetRatio * AUTO_ROTATE_HOVER_SPEED_BOOST;
yaw += (offsetX / width) * speed;
pitch += (offsetY / width) * speed;
}
}
draw();
frameHandle = requestAnimationFrame(tick);
};
const handlePointerDown = (event: PointerEvent) => {
dragging = true;
lastPointerX = event.clientX;
lastPointerY = event.clientY;
pointerDownX = event.clientX;
pointerDownY = event.clientY;
pointerMovedFar = false;
// A fresh press cancels any in-flight focus tween so the drag (or the
// next auto-rotation) takes over cleanly rather than fighting it.
focusTarget = null;
canvas.style.cursor = "grabbing";
try {
canvas.setPointerCapture(event.pointerId);
} catch {
// Pointer capture is best-effort — unsupported/detached targets are fine to ignore.
}
};
const handlePointerMove = (event: PointerEvent) => {
if (!dragging) return;
const deltaX = event.clientX - lastPointerX;
const deltaY = event.clientY - lastPointerY;
lastPointerX = event.clientX;
lastPointerY = event.clientY;
if (!pointerMovedFar) {
const totalX = event.clientX - pointerDownX;
const totalY = event.clientY - pointerDownY;
if (
totalX * totalX + totalY * totalY >
DRAG_CLICK_THRESHOLD_PX * DRAG_CLICK_THRESHOLD_PX
) {
pointerMovedFar = true;
}
}
yaw += deltaX * dragSensitivity();
pitch += deltaY * dragSensitivity();
};
// Tracks the pointer position (in the canvas's own drawing space)
// continuously, drag or not — the only input the idle-drift branch of
// `tick` reads.
const handleHoverMove = (event: PointerEvent) => {
const point = toCanvasPoint(event.clientX, event.clientY);
pointerCanvasX = point.x;
pointerCanvasY = point.y;
};
const handlePointerUp = (event: PointerEvent) => {
if (!dragging) return;
dragging = false;
canvas.style.cursor = "grab";
try {
canvas.releasePointerCapture(event.pointerId);
} catch {
// Best-effort release, as above.
}
// A press that never travelled far is a click: focus the icon under the
// pointer (if any). A real drag falls through to the idle drift above.
if (!pointerMovedFar) {
const point = toCanvasPoint(event.clientX, event.clientY);
const index = iconIndexAtPoint(point.x, point.y);
if (index !== null) startFocus(index);
}
};
canvas.addEventListener("pointerdown", handlePointerDown);
canvas.addEventListener("pointermove", handleHoverMove);
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
if (typeof ResizeObserver !== "undefined") {
resizeObserver = new ResizeObserver(() => resizeCanvas());
resizeObserver.observe(container);
}
frameHandle = requestAnimationFrame(tick);
return {
update(next: IconCloudProps) {
props = next;
},
destroy() {
if (frameHandle !== null) cancelAnimationFrame(frameHandle);
resizeObserver?.disconnect();
canvas.removeEventListener("pointerdown", handlePointerDown);
canvas.removeEventListener("pointermove", handleHoverMove);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
},
};
}
export { iconCloud, easeOutCubic, focusRotationForPoint, rotatePoint };