console : au survol, le curseur monte sans faire descendre les autres

- survol ou focus d'un curseur : il monte en 0,9 s ; les autres restent
  figés à leur niveau tant que la main est sur la console (dérive et
  rotation suspendues)
- dès le premier geste (survol, focus, clic, flèches), ce qui est monté
  reste monté : le visiteur pousse les curseurs un à un
- avant tout geste, l'animation du 29/09 est inchangée (dérive lente,
  un axe mis en avant à tour de rôle, arrêt au clic)
- prefers-reduced-motion : aucune transition, mêmes règles de niveaux

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Yvv
2026-11-03 05:17:08 +01:00
co-authored by Claude Opus 5.5
parent 89d5f83c7f
commit 230f79a8c0
+88 -16
View File
@@ -3,10 +3,10 @@
ref="root"
class="console"
:class="{ 'console--compact': compact, 'console--still': reduced }"
@pointerenter="hovered = true"
@pointerleave="hovered = false"
@focusin="hovered = true"
@focusout="hovered = false"
@pointerenter="pointerIn = true; hold()"
@pointerleave="pointerIn = false; release()"
@focusin="focusIn = true; hold()"
@focusout="onFocusOut"
>
<div class="console-board">
<!-- Scale, read bottom to top: from asservissement to émancipation -->
@@ -30,12 +30,17 @@
type="button"
role="tab"
class="fader"
:class="{ 'fader--active': axis.key === active }"
:class="{ 'fader--active': axis.key === active, 'fader--lifting': axis.key === hot }"
:style="{ '--hue': `var(${axis.hue})`, '--level': levels[axis.key] ?? 0, '--i': i }"
:data-axis="axis.key"
:aria-selected="axis.key === active"
:aria-controls="`panel-${uid}`"
:tabindex="axis.key === active ? 0 : -1"
@click="choose(axis.key)"
@pointerenter="hoverKey = axis.key; lift(axis.key)"
@pointerleave="hoverKey = null"
@focus="focusKey = axis.key; lift(axis.key)"
@blur="focusKey = null"
>
<span class="fader-track" aria-hidden="true">
<span class="fader-fill" />
@@ -131,38 +136,95 @@ const current = computed(() => props.axes.find(a => a.key === active.value) ?? p
// beats another axis is pushed up towards émancipation. Visitors watch it;
// they can still pick an axis (click, arrows), which stops the rotation.
// SSR renders every cursor at the bottom, so the first move is the rise.
//
// Under the visitor's hand (hover or focus), the board holds still: the
// hovered cursor rises, the others keep their level. From the first touch
// on, what is up stays up — the visitor pushes the cursors, one by one.
const BEAT_MS = 2600
const BEATS_PER_AXIS = 3
const levels = reactive<Partial<Record<AxisKey, number>>>({})
const reduced = ref(false)
const hovered = ref(false)
const visible = ref(true)
const chosen = ref(false)
const pointerIn = ref(false)
const focusIn = ref(false)
const hoverKey = ref<AxisKey | null>(null)
const focusKey = ref<AxisKey | null>(null)
/** The cursor under the visitor's hand: it rises faster */
const hot = computed(() => hoverKey.value ?? focusKey.value)
/** Axes the visitor has pushed up: they never go back down */
const pushed = new Set<AxisKey>()
let engaged = false
let held = false
let beat = 0
let timer: ReturnType<typeof setInterval> | undefined
function upLevel(i: number) {
return reduced.value ? 0.94 : 0.87 + 0.06 * Math.sin(beat * 0.9 + i * 2.1)
}
function downLevel(i: number) {
return reduced.value ? 0.3 : 0.3 + 0.14 * Math.sin(beat * 0.9 + i * 2.1)
}
function place() {
props.axes.forEach((axis, i) => {
const isActive = axis.key === active.value
if (reduced.value) {
levels[axis.key] = isActive ? 0.94 : 0.3
return
}
const wave = Math.sin(beat * 0.9 + i * 2.1)
levels[axis.key] = isActive ? 0.87 + 0.06 * wave : 0.3 + 0.14 * wave
const up = axis.key === active.value || pushed.has(axis.key)
levels[axis.key] = up ? upLevel(i) : downLevel(i)
})
}
/** Level currently drawn (mid-transition included), read from the DOM */
function drawnLevel(key: AxisKey) {
const el = root.value?.querySelector<HTMLElement>(`[data-axis="${key}"]`)
const v = el ? Number.parseFloat(getComputedStyle(el).getPropertyValue('--level')) : Number.NaN
return Number.isFinite(v) ? v : (levels[key] ?? 0)
}
/** Stop every cursor where it stands, except the one being lifted */
function freeze() {
for (const axis of props.axes) {
if (axis.key !== hot.value) levels[axis.key] = drawnLevel(axis.key)
}
}
function hold() {
if (held) return
held = true
freeze()
}
function release() {
if (pointerIn.value || focusIn.value) return
held = false
}
function onFocusOut(e: FocusEvent) {
focusIn.value = !!root.value?.contains(e.relatedTarget as Node | null)
release()
}
/** The visitor touches an axis: it rises, nothing else moves or comes down */
function lift(key: AxisKey) {
if (!engaged) {
engaged = true
pushed.add(active.value)
}
pushed.add(key)
const i = props.axes.findIndex(a => a.key === key)
levels[key] = Math.max(drawnLevel(key), upLevel(i))
}
function advance() {
const idx = props.axes.findIndex(a => a.key === active.value)
active.value = props.axes[(idx + 1) % props.axes.length]!.key
}
function onBeat() {
if (!visible.value) return
if (!visible.value || held) return
beat++
if (!chosen.value && !hovered.value && beat % BEATS_PER_AXIS === 0) advance()
if (!chosen.value && beat % BEATS_PER_AXIS === 0) advance()
place()
}
@@ -171,7 +233,11 @@ function choose(key: AxisKey) {
active.value = key
}
watch(active, place)
watch(active, (key) => {
if (engaged) pushed.add(key)
if (held) lift(key)
else place()
})
function onKeydown(e: KeyboardEvent) {
const keys = ['ArrowRight', 'ArrowLeft', 'ArrowUp', 'ArrowDown', 'Home', 'End']
@@ -279,6 +345,11 @@ onMounted(() => {
transition-delay: calc(var(--i) * 160ms);
}
/* Under the visitor's hand, the cursor answers at once */
.fader--lifting {
transition: --level 0.9s cubic-bezier(0.22, 1, 0.36, 1);
}
.fader:focus-visible {
outline: 2px solid hsl(var(--hue));
outline-offset: 2px;
@@ -544,6 +615,7 @@ onMounted(() => {
@media (prefers-reduced-motion: reduce) {
.fader,
.fader--lifting,
.fader-fill,
.fader-name,
.fader-lever,