forked from UniverseBow/wa2k.com-Website
animation test
This commit is contained in:
parent
44c4df7364
commit
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2 changed files with 195 additions and 195 deletions
387
www/index.html
387
www/index.html
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@ -24,9 +24,7 @@
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</filter>
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<filter id="liquid-glass" x="0" y="0" width="100%" height="100%" color-interpolation-filters="sRGB">
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<!-- Load the displacement map image -->
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<feImage id="displacement-map-img" result="disp_map" />
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<!-- Apply displacement to the backdrop (SourceGraphic here = the backdrop) -->
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<feDisplacementMap
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in="SourceGraphic"
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in2="disp_map"
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@ -35,17 +33,13 @@
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yChannelSelector="G"
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result="refracted"
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/>
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<!-- Load the specular highlight image -->
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<feImage id="specular-map-img" result="spec_map" />
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<!-- Blend specular on top of the refracted backdrop using screen mode -->
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<feBlend in="refracted" in2="spec_map" mode="screen" result="with_specular" />
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<!-- Clip result to the original element shape -->
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<feComposite in="with_specular" in2="SourceGraphic" operator="atop" />
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</filter>
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</defs>
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</svg>
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<!-- Liquid glass searchbar — sits above the card, expands on click -->
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<div class="nav-wrap">
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<div class="nav-pill" id="nav-pill">
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<div class="nav-pill-bar" id="nav-pill-bar">
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@ -74,278 +68,249 @@
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<script>
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// ─── Configuration ────────────────────────────────────────────────────────────
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const CONFIG = {
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bezelWidth: 0.18, // Fraction of the smaller dimension used for the curved rim — wider = bigger refraction band
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glassThickness: 3.5, // Optical depth multiplier — higher = rays bend further at the edges
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ior: 1.65, // Index of refraction — real glass is ~1.5; slightly above for a more dramatic bend
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scaleRatio: 2.5, // Final multiplier on pixel displacement — scales the whole effect up or down
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specularAngle: -55, // Degrees of the light source direction — negative = upper-left
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specularOpacity: 0.9, // Peak alpha of the specular highlight — higher = brighter rim
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specularSaturation: 6, // Unused in painting but kept for future colour-shift use
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borderRadius: 50, // Must match CSS border-radius in pixels — curves the refraction band at corners
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bezelWidth: 0.18,
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glassThickness: 2.0,
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ior: 1.65,
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scaleRatio: 1.6,
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specularAngle: -55,
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specularOpacity: 0.9,
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specularSaturation: 6,
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borderRadius: 50,
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};
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// ─── Maths helpers ────────────────────────────────────────────────────────────
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/** Convex squircle surface — Apple-style soft bezel profile */
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function surfaceHeight(t) {
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// t: 0 = outer edge of bezel, 1 = where the flat interior begins
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// Squircle formula: softer than a circle arc, keeps refraction gradients smooth when stretched to a rectangle
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return Math.pow(1 - Math.pow(1 - t, 4), 0.25);
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}
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/** Numerical derivative of the surface function at t — gives the surface slope */
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function surfaceNormal(t) {
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const d = 0.001; // Tiny step for finite-difference approximation
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const y1 = surfaceHeight(Math.max(0, t - d)); // Sample just before t
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const y2 = surfaceHeight(Math.min(1, t + d)); // Sample just after t
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const derivative = (y2 - y1) / (2 * d); // Central difference = slope at t
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return { x: -derivative, y: 1 }; // Rotate 90°: tangent → normal pointing inward
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const d = 0.001;
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const y1 = surfaceHeight(Math.max(0, t - d));
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const y2 = surfaceHeight(Math.min(1, t + d));
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const derivative = (y2 - y1) / (2 * d);
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return { x: -derivative, y: 1 };
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}
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/** Snell–Descartes refraction — returns the direction a ray travels after entering the glass */
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function refract(incidentDir, normal, n1, n2) {
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const nLen = Math.hypot(normal.x, normal.y); // Length of normal vector
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const nx = normal.x / nLen; // Normalise X component
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const ny = normal.y / nLen; // Normalise Y component
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const ratio = n1 / n2; // Ratio of refractive indices (air/glass)
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const cosI = -(incidentDir.x * nx + incidentDir.y * ny); // Cosine of angle of incidence
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const sinT2 = ratio * ratio * (1 - cosI * cosI); // sin²(refraction angle) via Snell's law
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if (sinT2 > 1) return null; // Total internal reflection — ray can't exit, skip this sample
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const cosT = Math.sqrt(1 - sinT2); // Cosine of refraction angle
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const nLen = Math.hypot(normal.x, normal.y);
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const nx = normal.x / nLen;
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const ny = normal.y / nLen;
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const ratio = n1 / n2;
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const cosI = -(incidentDir.x * nx + incidentDir.y * ny);
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const sinT2 = ratio * ratio * (1 - cosI * cosI);
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if (sinT2 > 1) return null;
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const cosT = Math.sqrt(1 - sinT2);
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return {
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x: ratio * incidentDir.x + (ratio * cosI - cosT) * nx, // Refracted ray X direction
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y: ratio * incidentDir.y + (ratio * cosI - cosT) * ny, // Refracted ray Y direction
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x: ratio * incidentDir.x + (ratio * cosI - cosT) * nx,
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y: ratio * incidentDir.y + (ratio * cosI - cosT) * ny,
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};
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}
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// ─── Rounded rect helpers ─────────────────────────────────────────────────────
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/**
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* Given a pixel (px, py) inside a rounded rectangle of size (width x height)
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* with corner radius r, returns:
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* dist — how far the pixel is from the nearest border edge (positive = inside)
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* nx,ny — the inward-pointing unit normal at that nearest border point
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*
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* This is the single source of truth for both the displacement and specular maps.
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*/
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// ─── Rounded rect helper ──────────────────────────────────────────────────────
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function roundedRectInfo(px, py, width, height, r) {
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// Clamp radius so it can't exceed half the shortest side
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const radius = Math.min(r, width / 2, height / 2);
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// Corner arc centres (one per corner, in absolute pixel coords)
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const corners = [
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{ cx: radius, cy: radius }, // top-left
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{ cx: width - radius, cy: radius }, // top-right
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{ cx: radius, cy: height - radius }, // bottom-left
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{ cx: width - radius, cy: height - radius }, // bottom-right
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];
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// Which corner zone is this pixel in?
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const inCorner =
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(px < radius || px > width - radius) &&
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(py < radius || py > height - radius);
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const inCornerZone =
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(px < radius || px > width - radius) &&
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(py < radius || py > height - radius);
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let dist, nx, ny;
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if (inCorner) {
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// Find the nearest corner arc centre
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let best = null;
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let bestDist = Infinity;
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for (const c of corners) {
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const d = Math.hypot(px - c.cx, py - c.cy);
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if (d < bestDist) { bestDist = d; best = c; }
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if (inCornerZone) {
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const corners = [
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{ cx: radius, cy: radius },
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{ cx: width - radius, cy: radius },
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{ cx: radius, cy: height - radius },
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{ cx: width - radius, cy: height - radius },
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];
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let best = corners[0], bestD = Math.hypot(px - corners[0].cx, py - corners[0].cy);
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for (let i = 1; i < corners.length; i++) {
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const d = Math.hypot(px - corners[i].cx, py - corners[i].cy);
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if (d < bestD) { bestD = d; best = corners[i]; }
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}
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// Distance from the arc = radius - distance from arc centre
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dist = radius - bestDist;
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// Inward normal points from pixel toward the arc centre
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const len = bestDist || 1;
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dist = radius - bestD;
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const len = bestD || 1;
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nx = (best.cx - px) / len;
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ny = (best.cy - py) / len;
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} else {
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// Flat side — nearest edge is whichever straight side is closest
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const dLeft = px;
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const dRight = width - 1 - px;
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const dTop = py;
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const dBottom = height - 1 - py;
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const minD = Math.min(dLeft, dRight, dTop, dBottom);
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dist = minD;
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if (minD === dLeft) { nx = 1; ny = 0; }
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else if (minD === dRight) { nx = -1; ny = 0; }
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else if (minD === dTop) { nx = 0; ny = 1; }
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else { nx = 0; ny = -1; }
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if (minD === dLeft) { nx = 1; ny = 0; }
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else if (minD === dRight) { nx = -1; ny = 0; }
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else if (minD === dTop) { nx = 0; ny = 1; }
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else { nx = 0; ny = -1; }
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}
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return { dist, nx, ny };
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}
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// ─── Displacement map generation ─────────────────────────────────────────────
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function buildDisplacementMap(width, height) {
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const bezel = CONFIG.bezelWidth * Math.min(width, height);
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const samples = 128;
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// ── Step 1: Pre-calculate displacement magnitudes along one radius ──
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const magnitudes = new Float32Array(samples);
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const incident = { x: 0, y: 1 };
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for (let i = 0; i < samples; i++) {
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const t = i / (samples - 1);
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const normal = surfaceNormal(t);
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const t = i / (samples - 1);
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const normal = surfaceNormal(t);
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const refracted = refract(incident, normal, 1.0, CONFIG.ior);
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magnitudes[i] = refracted
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magnitudes[i] = refracted
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? (refracted.x - incident.x) * CONFIG.glassThickness * bezel
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: 0;
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}
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const maxDisp = Math.max(...magnitudes) || 1;
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// ── Step 2: Paint every pixel ──
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const data = new Uint8ClampedArray(width * height * 4);
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const data = new Uint8ClampedArray(width * height * 4);
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for (let py = 0; py < height; py++) {
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for (let px = 0; px < width; px++) {
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const idx = (py * width + px) * 4;
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const { dist, nx, ny } = roundedRectInfo(px, py, width, height, CONFIG.borderRadius);
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let dispX = 0, dispY = 0;
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if (dist >= 0 && dist < bezel) {
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const t = dist / bezel;
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const sampleIdx = Math.min(samples - 1, Math.floor(t * (samples - 1)));
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const mag = magnitudes[sampleIdx] / maxDisp;
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const rawMag = magnitudes[sampleIdx] / maxDisp;
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const smooth = t * t * (3 - 2 * t);
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const mag = rawMag * (1 - smooth);
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dispX = nx * mag;
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dispY = ny * mag;
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}
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data[idx] = Math.round(128 + dispX * 127);
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data[idx + 1] = Math.round(128 + dispY * 127);
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data[idx + 2] = 128;
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data[idx + 3] = 255;
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}
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}
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return {
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imageData: new ImageData(data, width, height),
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maxDisplacement: maxDisp * CONFIG.scaleRatio,
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};
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}
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// ─── Specular highlight map generation ───────────────────────────────────────
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function buildSpecularMap(width, height) {
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const canvas = document.createElement('canvas');
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canvas.width = width;
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canvas.height = height;
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const ctx = canvas.getContext('2d');
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const bezel = CONFIG.bezelWidth * Math.min(width, height);
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const bezel = CONFIG.bezelWidth * Math.min(width, height);
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const lightAngleRad = (CONFIG.specularAngle * Math.PI) / 180;
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const lightDir = { x: Math.cos(lightAngleRad), y: Math.sin(lightAngleRad) };
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const lightDir = { x: Math.cos(lightAngleRad), y: Math.sin(lightAngleRad) };
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const imageData = ctx.createImageData(width, height);
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const data = imageData.data;
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for (let py = 0; py < height; py++) {
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for (let px = 0; px < width; px++) {
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const idx = (py * width + px) * 4;
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const { dist, nx, ny } = roundedRectInfo(px, py, width, height, CONFIG.borderRadius);
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let intensity = 0;
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if (dist >= 0 && dist < bezel) {
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const t = dist / bezel;
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const dot = nx * lightDir.x + ny * lightDir.y;
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const rim = Math.max(0, dot);
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const slope = Math.abs(surfaceNormal(t).x);
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const raw = rim * slope * (1 - t);
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intensity = Math.pow(raw, 0.5);
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const t = dist / bezel;
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const dot = nx * lightDir.x + ny * lightDir.y;
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const rim = Math.max(0, dot);
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const slope = Math.abs(surfaceNormal(t).x);
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const smooth = t * t * (3 - 2 * t);
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const raw = rim * slope * (1 - smooth);
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intensity = Math.pow(raw, 0.5);
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}
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data[idx] = Math.round(235 * intensity);
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data[idx + 1] = Math.round(245 * intensity);
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data[idx + 2] = Math.round(255 * intensity);
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data[idx + 3] = Math.round(CONFIG.specularOpacity * 255 * intensity);
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}
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}
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ctx.putImageData(imageData, 0, 0);
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return canvas.toDataURL();
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}
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// ─── ImageData → data URL ─────────────────────────────────────────────────────
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function imageDataToDataURL(imageData) {
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const canvas = document.createElement('canvas'); // Temporary offscreen canvas
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const canvas = document.createElement('canvas');
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canvas.width = imageData.width;
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canvas.height = imageData.height;
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canvas.getContext('2d').putImageData(imageData, 0, 0); // Write pixel data into canvas
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return canvas.toDataURL(); // Export as PNG data URL for SVG feImage
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canvas.getContext('2d').putImageData(imageData, 0, 0);
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return canvas.toDataURL();
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}
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// ─── Apply filter to card ─────────────────────────────────────────────────────
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function applyLiquidGlass() {
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const card = document.getElementById('card');
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const rect = card.getBoundingClientRect(); // Get the card's actual rendered size in pixels
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const w = Math.round(rect.width);
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const h = Math.round(rect.height);
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if (w === 0 || h === 0) return; // Guard: don't run before layout is ready
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const { imageData, maxDisplacement } = buildDisplacementMap(w, h); // Generate refraction map
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const dispDataURL = imageDataToDataURL(imageData); // Convert to data URL for feImage
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const specularDataURL = buildSpecularMap(w, h); // Generate specular highlight map
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const dispImg = document.getElementById('displacement-map-img'); // feImage for displacement
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const specImg = document.getElementById('specular-map-img'); // feImage for specular
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const dispFilter = document.getElementById('displacement-map-filter'); // feDisplacementMap element
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dispImg.setAttribute('href', dispDataURL); // Load displacement map into SVG filter
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dispImg.setAttribute('width', w); // Match filter image size to card width
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dispImg.setAttribute('height', h); // Match filter image size to card height
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specImg.setAttribute('href', specularDataURL); // Load specular map into SVG filter
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specImg.setAttribute('width', w);
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specImg.setAttribute('height', h);
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dispFilter.setAttribute('scale', maxDisplacement); // Tell feDisplacementMap the real-pixel scale of the map
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// Only overwrite backdrop-filter in Chrome — Firefox ignores SVG filters here
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// and would lose its CSS fallback blur if we overwrote card.style.backdropFilter
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const isChrome = /Chrome/.test(navigator.userAgent) && !/Edg|Firefox/.test(navigator.userAgent);
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if (isChrome) {
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card.style.backdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)'; // Full chain: refraction + blur + colour boost
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card.style.webkitBackdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)'; // Webkit prefix for older Chrome builds
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}
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}
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window.addEventListener('load', applyLiquidGlass); // Run once the page has fully laid out
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window.addEventListener('resize', applyLiquidGlass); // Re-run if the card size changes (e.g. window resize)
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function applyNavGlass() {
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const pill = document.getElementById('nav-pill');
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const rect = pill.getBoundingClientRect();
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const w = Math.round(rect.width);
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const h = Math.round(rect.height);
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const w = card.offsetWidth;
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const h = card.offsetHeight;
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if (w === 0 || h === 0) return;
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const savedBezel = CONFIG.bezelWidth;
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const savedScale = CONFIG.scaleRatio;
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CONFIG.bezelWidth = 0.12;
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CONFIG.scaleRatio = 1.8;
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const { imageData, maxDisplacement } = buildDisplacementMap(w, h);
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const dispDataURL = imageDataToDataURL(imageData);
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const specularDataURL = buildSpecularMap(w, h);
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CONFIG.bezelWidth = savedBezel;
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CONFIG.scaleRatio = savedScale;
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const dispImg = document.getElementById('displacement-map-img');
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const specImg = document.getElementById('specular-map-img');
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const dispFilter = document.getElementById('displacement-map-filter');
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dispImg.setAttribute('href', dispDataURL);
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dispImg.setAttribute('width', w);
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dispImg.setAttribute('height', h);
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specImg.setAttribute('href', specularDataURL);
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specImg.setAttribute('width', w);
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specImg.setAttribute('height', h);
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dispFilter.setAttribute('scale', maxDisplacement);
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const isChrome = /Chrome/.test(navigator.userAgent) && !/Edg|Firefox/.test(navigator.userAgent);
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if (isChrome) {
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card.style.backdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)';
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card.style.webkitBackdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)';
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}
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}
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// ─── Nav glass ────────────────────────────────────────────────────────────────
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const NAV_TRANSITION_MS = 300; // Must match CSS transition duration
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// Build and apply nav glass maps at a specific border-radius value
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function applyNavGlassAt(radius) {
|
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const pill = document.getElementById('nav-pill');
|
||||
const w = pill.offsetWidth;
|
||||
const h = pill.offsetHeight;
|
||||
if (w === 0 || h === 0) return;
|
||||
|
||||
const savedBezel = CONFIG.bezelWidth;
|
||||
const savedScale = CONFIG.scaleRatio;
|
||||
const savedRadius = CONFIG.borderRadius;
|
||||
CONFIG.bezelWidth = 0.35;
|
||||
CONFIG.scaleRatio = 1.6;
|
||||
CONFIG.borderRadius = Math.min(radius, w / 2, h / 2);
|
||||
|
||||
const { imageData, maxDisplacement } = buildDisplacementMap(w, h);
|
||||
const dispDataURL = imageDataToDataURL(imageData);
|
||||
const specularDataURL = buildSpecularMap(w, h);
|
||||
|
||||
CONFIG.bezelWidth = savedBezel;
|
||||
CONFIG.scaleRatio = savedScale;
|
||||
CONFIG.borderRadius = savedRadius;
|
||||
|
||||
document.getElementById('nav-disp-img').setAttribute('href', dispDataURL);
|
||||
document.getElementById('nav-disp-img').setAttribute('width', w);
|
||||
document.getElementById('nav-disp-img').setAttribute('height', h);
|
||||
|
|
@ -353,34 +318,68 @@ function applyNavGlass() {
|
|||
document.getElementById('nav-spec-img').setAttribute('width', w);
|
||||
document.getElementById('nav-spec-img').setAttribute('height', h);
|
||||
document.getElementById('nav-disp-filter').setAttribute('scale', maxDisplacement);
|
||||
|
||||
|
||||
const isChrome = /Chrome/.test(navigator.userAgent) && !/Edg|Firefox/.test(navigator.userAgent);
|
||||
if (isChrome) {
|
||||
pill.style.backdropFilter = 'url(#liquid-glass-nav) blur(3px) saturate(1.8) brightness(1.05)';
|
||||
pill.style.webkitBackdropFilter = 'url(#liquid-glass-nav) blur(3px) saturate(1.8) brightness(1.05)';
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Rebuild maps across the transition so refraction tracks the shape live
|
||||
function animateNavGlass(startRadius, targetRadius) {
|
||||
const steps = 12;
|
||||
const interval = NAV_TRANSITION_MS / steps;
|
||||
|
||||
for (let i = 1; i <= steps; i++) {
|
||||
setTimeout(() => {
|
||||
const progress = i / steps;
|
||||
const eased = 1 - Math.pow(1 - progress, 3); // ease-out cubic
|
||||
const radius = startRadius + (targetRadius - startRadius) * eased;
|
||||
applyNavGlassAt(radius);
|
||||
}, i * interval);
|
||||
}
|
||||
}
|
||||
|
||||
function applyNavGlass() {
|
||||
const pill = document.getElementById('nav-pill');
|
||||
const radius = parseFloat(getComputedStyle(pill).borderRadius) || 999;
|
||||
applyNavGlassAt(radius);
|
||||
}
|
||||
|
||||
// ─── Event listeners ──────────────────────────────────────────────────────────
|
||||
|
||||
window.addEventListener('load', () => { applyLiquidGlass(); applyNavGlass(); });
|
||||
window.addEventListener('resize', () => { applyLiquidGlass(); applyNavGlass(); });
|
||||
|
||||
let lastDPR = window.devicePixelRatio;
|
||||
setInterval(() => {
|
||||
if (window.devicePixelRatio !== lastDPR) {
|
||||
lastDPR = window.devicePixelRatio;
|
||||
applyLiquidGlass();
|
||||
applyNavGlass();
|
||||
}
|
||||
}, 250);
|
||||
|
||||
// ─── Nav pill interactions ────────────────────────────────────────────────────
|
||||
|
||||
const navPill = document.getElementById('nav-pill');
|
||||
const navBar = document.getElementById('nav-pill-bar');
|
||||
|
||||
|
||||
navBar.addEventListener('click', () => {
|
||||
const isOpen = navPill.classList.contains('open');
|
||||
navPill.classList.toggle('open', !isOpen);
|
||||
setTimeout(applyNavGlass, 320);
|
||||
const opening = !navPill.classList.contains('open');
|
||||
navPill.classList.toggle('open');
|
||||
// 999 = collapsed pill, 22 = expanded rounded rect (must match CSS)
|
||||
animateNavGlass(opening ? 999 : 22, opening ? 22 : 999);
|
||||
});
|
||||
|
||||
|
||||
document.addEventListener('click', (e) => {
|
||||
if (!navPill.contains(e.target)) {
|
||||
if (!navPill.contains(e.target) && navPill.classList.contains('open')) {
|
||||
navPill.classList.remove('open');
|
||||
setTimeout(applyNavGlass, 320);
|
||||
animateNavGlass(22, 999);
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener('load', applyNavGlass);
|
||||
window.addEventListener('resize', applyNavGlass);
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -193,7 +193,8 @@ p {
|
|||
padding: 11px 18px;
|
||||
font-size: 14px;
|
||||
font-weight: 300;
|
||||
color: rgba(255, 255, 255, 0.70);
|
||||
text-align: center;
|
||||
color: rgba(2, 2, 5, 1);
|
||||
text-decoration: none;
|
||||
transition: color 0.15s ease,
|
||||
background 0.15s ease;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue