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Crimp Barrel Set

A 'connect/link/attach' confirm control modeled on open-barrel wire crimping: two dies flatten a barrel into a witness-marked, strand-flared profile on a repeating 3.6s demonstration cycle, alive at rest, with a press firing one crimp on demand.

Use when a 'connect/link/attach' action deserves a control whose crimped-shut end state is legibly a MECHANICAL JOIN (a witness-marked, flared barrel), not an icon swap or a checkmark, and the surface can afford a small ambient demonstration loop running beside it; pick confirm-hold-ink instead when the action is destructive and needs a deliberate time-gated hold rather than an instant press, or confirm-dial-align when the gate should be precision/accuracy-based rather than a single press.

Install

npx shadcn add https://design.helpmarq.com/r/crimp-barrel-set.json

Ask AI

Point an assistant at this component's docs (llms-full.txt) with one click.

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Source
registry/core/crimp-barrel-set/component.tsx
"use client";

import { useEffect, useRef, useState } from "react";

// ---------------------------------------------------------------------------
// CrimpBarrelSet — a "connect/link/attach" confirm control modeled on
// open-barrel wire crimping (MIL-STD-1130 / Molex application-spec
// geometry), not a button that swaps an icon or shows a checkmark. Two dies
// close on a barrel holding two conductor ends and flatten it into a
// stepped, witness-marked profile — a good crimp is judged by that
// witness-mark shape (a double-dimple die-tooth pair) and the slight
// "brush" flare of strand material at each mouth that wasn't fully
// captured, not just "did it close."
//
// The whole thing runs as an unforced, repeating demonstration cycle so it
// is alive at rest with zero input (Filter 2): sit open/idle (1.28s), dies
// close (220ms), hold seated (1.4s), retract (700ms), repeat — 3.6s total.
// (Idle sits FIRST in the ambient loop, not last — see the IDLE_MS note
// below for why: it's the only ordering under which t0/t2.5s/t5s land in
// three actually-distinct phases the way the spec's own worked example
// describes.) Hover/focus pre-stages the dies to a slightly gripping,
// non-witness-marked position as an affordance; pressing fires ONE full
// crimp cycle on its own independent clock (skipping idle, straight into
// close), then the ambient loop resumes from a fresh idle.
// A single scalar, closeAmt (0 open .. 1 seated), drives the barrel height,
// its witness-dimple geometry AND the die translateY together every frame,
// so the three can never drift out of sync with each other.
//
// Every colour is read once via getComputedStyle(document.documentElement)
// before any paint, and re-read on every class-attribute mutation of <html>
// (a MutationObserver) for live theme toggles — no literal colour anywhere.
// The witness-dimple mark is never a literal shade or a --background swap:
// it is the barrel's own live --foreground colour darkened by a fixed
// multiplier, computed the same way in both themes, because an indent under
// implied top-lighting reads darker than its surrounding surface regardless
// of which theme's foreground/background pair happens to be light or dark —
// swapping to --background directly would read as a LIGHT notch in light
// theme (foreground is the dark ink there), which is the exact defect this
// spec calls out. --ns-accent never touches the seated barrel or dimples —
// the crimped-shut state reads in luminance/geometry only; accent is
// confined to the button's own focus ring.
// ---------------------------------------------------------------------------

const CLOSE_MS = 220; // die travel, open -> seated
const HOLD_MS = 1400; // seated hold
const RETRACT_MS = 700; // dies retract, barrel springs back open
// NOTE: the spec's own literal numbers (220/1400/700 close+hold+retract,
// 2280 idle, 4600 total, idle LAST before the loop repeats) are mutually
// unsatisfiable against its own three named sample frames — hold ends at
// 1620ms into every cycle, and no cycle can be shorter than 2320ms (the
// close+hold+retract minimum), so a hold window can never land on t=2.5s
// for ANY idle duration under that ordering (proved by exhausting the
// offset/period search). Reordering to idle-FIRST and shortening idle to
// 1280ms (cadence 3.6s total) is the smallest change that keeps close/
// hold/retract at their real, sourced values while actually landing t0 in
// idle, t2.5s in hold-seated and t5s in a fresh cycle's mid-close, per the
// spec's own worked example.
const IDLE_MS = 1280; // open, idle, before the next cycle
const CYCLE_MS = IDLE_MS + CLOSE_MS + HOLD_MS + RETRACT_MS; // 3600

const GRIP_CLOSE_AMT = 0.18; // hover pre-stage: barrel slightly ovalized only

// SVG logical geometry (viewBox units) — fixed per the spec's own numbers,
// scaled to fit whatever box the <svg> is placed in via its viewBox.
const VBW = 200;
const VBH = 90;
const CY = VBH / 2;
const BW = 120; // barrel width, constant
const BX = (VBW - BW) / 2;
const H_OPEN = 36;
const H_SEATED = 22; // 62% of 36, per spec
const DIE_W = 80; // wide enough to cover both witness-dimple x-offsets (30%/70% of BW)
const DIE_H = 9;
const DIMPLE_HW = 3; // 6px-wide dimple
const DIMPLE_DEPTH = 4;
const STRAND_BASE_Y = [-5, 0, 5];
const STRAND_MAX_FLARE = [5, 2, 5]; // px, "2-5px" per spec
const STRAND_DIR = [-1, 1, 1];

function lerp(a: number, b: number, t: number): number {
  return a + (b - a) * t;
}

function clamp01(v: number): number {
  return Math.max(0, Math.min(1, v));
}

function easeOutCubic(p: number): number {
  const q = 1 - p;
  return 1 - q * q * q;
}

// underdamped step response — zeta=0.7, ~120ms settle — drives the strand
// flare's overshoot-and-settle spring-back rather than stopping dead.
function springStep(tMs: number, settleMs = 120, zeta = 0.7): number {
  if (tMs <= 0) return 0;
  const t = tMs / 1000;
  const settle = settleMs / 1000;
  const wn = 4 / (zeta * settle);
  const wd = wn * Math.sqrt(Math.max(1e-6, 1 - zeta * zeta));
  return (
    1 -
    Math.exp(-zeta * wn * t) *
      (Math.cos(wd * t) + ((zeta * wn) / wd) * Math.sin(wd * t))
  );
}

interface CrimpFrame {
  closeAmt: number;
  dimpleAmt: number;
  flareFrac: number;
}

// One clock, one function: closeAmt (0 open .. 1 seated) is the sole driver
// of barrel height + dimple geometry + die position; dimpleAmt only rises
// in the final ~17% of the close (the "dies bottom out" window) and fades
// symmetrically on retract; flareFrac follows the real spring on the way in
// and rides closeAmt back down on the way out.
function crimpFrameAt(t: number): CrimpFrame {
  if (t < CLOSE_MS) {
    const closeAmt = easeOutCubic(t / CLOSE_MS);
    return {
      closeAmt,
      dimpleAmt: clamp01((closeAmt - 0.83) / 0.17),
      flareFrac: clamp01(springStep(t)),
    };
  }
  if (t < CLOSE_MS + HOLD_MS) {
    return { closeAmt: 1, dimpleAmt: 1, flareFrac: 1 };
  }
  const retractStart = CLOSE_MS + HOLD_MS;
  if (t < retractStart + RETRACT_MS) {
    const p = (t - retractStart) / RETRACT_MS;
    const closeAmt = 1 - easeOutCubic(p);
    return {
      closeAmt,
      dimpleAmt: clamp01((closeAmt - 0.83) / 0.17),
      flareFrac: closeAmt,
    };
  }
  return { closeAmt: 0, dimpleAmt: 0, flareFrac: 0 };
}

// ambient-loop framing: idle FIRST (barrel open, resting), then the same
// close/hold/retract mechanics above, shifted by IDLE_MS. A press skips
// straight into crimpFrameAt(0) instead — it never waits through idle.
function ambientFrameAt(t: number): CrimpFrame {
  if (t < IDLE_MS) return { closeAmt: 0, dimpleAmt: 0, flareFrac: 0 };
  return crimpFrameAt(t - IDLE_MS);
}

// stadium barrel outline with two pinch "witness dimple" notches on the top
// AND bottom edge at the same two fixed x-offsets — the double-dimple
// witness shape a real B-crimp die leaves, not a uniform squeeze.
function buildBarrelPath(h: number, dimpleAmt: number): string {
  const r = h / 2;
  const top = CY - h / 2;
  const bottom = CY + h / 2;
  const d1 = BX + BW * 0.3;
  const d2 = BX + BW * 0.7;
  const depth = DIMPLE_DEPTH * dimpleAmt;
  const leftCapX = BX + r;
  const rightCapX = BX + BW - r;

  const topPts: [number, number][] = [
    [leftCapX, top],
    [d1 - DIMPLE_HW, top],
    [d1, top + depth],
    [d1 + DIMPLE_HW, top],
    [d2 - DIMPLE_HW, top],
    [d2, top + depth],
    [d2 + DIMPLE_HW, top],
    [rightCapX, top],
  ];
  const bottomPts: [number, number][] = [
    [d2 + DIMPLE_HW, bottom],
    [d2, bottom - depth],
    [d2 - DIMPLE_HW, bottom],
    [d1 + DIMPLE_HW, bottom],
    [d1, bottom - depth],
    [d1 - DIMPLE_HW, bottom],
    [leftCapX, bottom],
  ];

  const f = (n: number) => n.toFixed(2);
  const topStr = topPts
    .map(([x, y], i) => `${i === 0 ? "M" : "L"}${f(x)} ${f(y)}`)
    .join(" ");
  const bottomStr = bottomPts.map(([x, y]) => `L${f(x)} ${f(y)}`).join(" ");

  return `${topStr} A${f(r)} ${f(r)} 0 0 1 ${f(rightCapX)} ${f(bottom)} ${bottomStr} A${f(r)} ${f(r)} 0 0 1 ${f(leftCapX)} ${f(top)} Z`;
}

type Rgb = [number, number, number];

function parseColor(input: string): Rgb {
  const trimmed = input.trim();
  const fn = trimmed.match(/rgba?\(([^)]+)\)/i);
  if (fn) {
    const parts = fn[1]!.split(",").map((s) => parseFloat(s.trim()));
    return [parts[0] ?? 0, parts[1] ?? 0, parts[2] ?? 0];
  }
  const hex = trimmed.replace("#", "");
  const full = hex.length === 3 ? hex.split("").map((c) => c + c).join("") : hex;
  const num = parseInt(full || "808080", 16);
  return [(num >> 16) & 255, (num >> 8) & 255, num & 255];
}

function rgbStr([r, g, b]: Rgb, alpha = 1): string {
  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
}

// darker than the barrel's own live fill, by a fixed factor, in EITHER
// theme — this is what keeps the witness dimple reading as an indent under
// implied top-lighting instead of flipping to a light notch in light theme.
function darken([r, g, b]: Rgb, factor = 0.45): Rgb {
  return [Math.round(r * factor), Math.round(g * factor), Math.round(b * factor)];
}

export interface CrimpBarrelSetProps {
  /** visible + accessible label on the control. default "Connect". */
  label?: string;
  /** announced once a user-triggered crimp reaches the seated, witness-marked state. default "Connected". */
  doneLabel?: string;
  /** called once per press, at the moment that press's crimp seats. */
  onConnect?: () => void;
  /** extra classes merged onto the rendered root element */
  className?: string;
}

export function CrimpBarrelSet({
  label = "Connect",
  doneLabel = "Connected",
  onConnect,
  className = "",
}: CrimpBarrelSetProps) {
  const barrelRef = useRef<SVGPathElement>(null);
  const witness1Ref = useRef<SVGPathElement>(null);
  const witness2Ref = useRef<SVGPathElement>(null);
  const topDieRef = useRef<SVGRectElement>(null);
  const bottomDieRef = useRef<SVGRectElement>(null);
  const strandRefs = useRef<(SVGLineElement | null)[]>([]);

  const fgRgb = useRef<Rgb>([0, 0, 0]);
  const hoveringRef = useRef(false);
  const triggerPressRef = useRef<() => void>(() => {});
  const [announce, setAnnounce] = useState("");

  // kept current every render so the mount-only effect below never needs
  // onConnect/doneLabel in its dep array — an inline onConnect passed by
  // the consumer must never tear down and restart the ambient rAF loop.
  const onConnectRef = useRef(onConnect);
  onConnectRef.current = onConnect;
  const doneLabelRef = useRef(doneLabel);
  doneLabelRef.current = doneLabel;

  useEffect(() => {
    const barrel = barrelRef.current;
    const topDie = topDieRef.current;
    const bottomDie = bottomDieRef.current;
    if (!barrel || !topDie || !bottomDie) return;

    const reduced = window.matchMedia(
      "(prefers-reduced-motion: reduce)"
    ).matches;

    const readTokens = () => {
      const cs = getComputedStyle(document.documentElement);
      fgRgb.current = parseColor(cs.getPropertyValue("--foreground") || "#000000");
    };

    // no paint before the first token read
    readTokens();

    // die translateY range, derived once from the fixed geometry constants
    const openR = H_OPEN / 2;
    const seatedR = H_SEATED / 2;
    const topDieBaseY = CY - openR - 16 - DIE_H;
    const topDieSeatedY = CY - seatedR - DIE_H;
    const topDieTravel = topDieSeatedY - topDieBaseY;
    const bottomDieBaseY = CY + openR + 16;
    const bottomDieSeatedY = CY + seatedR;
    const bottomDieTravel = bottomDieSeatedY - bottomDieBaseY;

    const paint = ({ closeAmt, dimpleAmt, flareFrac }: CrimpFrame) => {
      const h = lerp(H_OPEN, H_SEATED, closeAmt);
      barrel.setAttribute("d", buildBarrelPath(h, dimpleAmt));
      barrel.style.fill = rgbStr(fgRgb.current, 0.94);

      const top = CY - h / 2;
      const bottom = CY + h / 2;
      const depth = DIMPLE_DEPTH * dimpleAmt;
      const d1 = BX + BW * 0.3;
      const d2 = BX + BW * 0.7;
      const notchColor = rgbStr(darken(fgRgb.current));
      if (witness1Ref.current) {
        witness1Ref.current.setAttribute(
          "d",
          `M${d1.toFixed(2)} ${(top + depth).toFixed(2)} L${d1.toFixed(2)} ${(bottom - depth).toFixed(2)}`
        );
        witness1Ref.current.style.stroke = notchColor;
        witness1Ref.current.style.opacity = dimpleAmt.toFixed(3);
      }
      if (witness2Ref.current) {
        witness2Ref.current.setAttribute(
          "d",
          `M${d2.toFixed(2)} ${(top + depth).toFixed(2)} L${d2.toFixed(2)} ${(bottom - depth).toFixed(2)}`
        );
        witness2Ref.current.style.stroke = notchColor;
        witness2Ref.current.style.opacity = dimpleAmt.toFixed(3);
      }

      topDie.style.transform = `translateY(${(topDieTravel * closeAmt).toFixed(2)}px)`;
      bottomDie.style.transform = `translateY(${(bottomDieTravel * closeAmt).toFixed(2)}px)`;
      topDie.style.fill = rgbStr(fgRgb.current, 0.94);
      bottomDie.style.fill = rgbStr(fgRgb.current, 0.94);

      // anchored at the barrel's fixed end-caps (BX / BX+BW), not its
      // rounded edge — the barrel's own width never changes, only its
      // height, so this stays exposed past the barrel silhouette at every
      // closeAmt instead of getting drawn under it.
      const mouthL = BX;
      const mouthR = BX + BW;
      for (let side = 0; side < 2; side++) {
        const mouthX = side === 0 ? mouthL : mouthR;
        const outward = side === 0 ? -16 : 16;
        for (let i = 0; i < 3; i++) {
          const idx = side * 3 + i;
          const line = strandRefs.current[idx];
          if (!line) continue;
          const baseY = CY + STRAND_BASE_Y[i]!;
          const flareY =
            CY + STRAND_BASE_Y[i]! + STRAND_DIR[i]! * STRAND_MAX_FLARE[i]! * flareFrac;
          line.setAttribute("x1", (mouthX + outward).toFixed(2));
          line.setAttribute("y1", baseY.toFixed(2));
          line.setAttribute("x2", mouthX.toFixed(2));
          line.setAttribute("y2", flareY.toFixed(2));
          line.style.stroke = rgbStr(fgRgb.current, 0.85);
        }
      }
    };

    if (reduced) {
      // STATIC_PHASE = "seated" — the frame that actually explains the
      // mechanic, not t0's bare open barrel. Still a functioning control:
      // a press just fires the callback directly, no motion to play.
      paint(crimpFrameAt(CLOSE_MS));
      triggerPressRef.current = () => {
        onConnectRef.current?.();
        setAnnounce(doneLabelRef.current);
      };
      const mo = new MutationObserver(() => {
        readTokens();
        paint(crimpFrameAt(CLOSE_MS));
      });
      mo.observe(document.documentElement, {
        attributes: true,
        attributeFilter: ["class"],
      });
      return () => mo.disconnect();
    }

    let raf = 0;
    let ambientStart = 0;
    let pressStart: number | null = null;
    let seatedFired = false;
    let visible = true;

    const loop = (now: number) => {
      if (ambientStart === 0) ambientStart = now;

      if (pressStart !== null) {
        const tLocal = now - pressStart;
        const pressTotal = CLOSE_MS + HOLD_MS + RETRACT_MS;
        if (tLocal >= pressTotal) {
          pressStart = null;
          ambientStart = now; // ambient loop resumes fresh, from open
          paint(crimpFrameAt(0));
        } else {
          const frame = crimpFrameAt(tLocal);
          paint(frame);
          if (frame.dimpleAmt >= 1 && !seatedFired) {
            seatedFired = true;
            onConnectRef.current?.();
            setAnnounce(doneLabelRef.current);
          }
        }
      } else {
        const t = (now - ambientStart) % CYCLE_MS;
        const frame = ambientFrameAt(t);
        if (hoveringRef.current) {
          frame.closeAmt = Math.max(frame.closeAmt, GRIP_CLOSE_AMT);
        }
        paint(frame);
      }

      raf = requestAnimationFrame(loop);
    };
    raf = requestAnimationFrame(loop);

    triggerPressRef.current = () => {
      pressStart = performance.now();
      seatedFired = false;
    };

    const mo = new MutationObserver(readTokens);
    mo.observe(document.documentElement, {
      attributes: true,
      attributeFilter: ["class"],
    });

    const io = new IntersectionObserver((entries) => {
      visible = entries[0]?.isIntersecting ?? true;
      if (visible && !raf) {
        raf = requestAnimationFrame(loop);
      } else if (!visible && raf) {
        cancelAnimationFrame(raf);
        raf = 0;
      }
    });
    io.observe(barrel.ownerSVGElement ?? barrel);

    return () => {
      if (raf) cancelAnimationFrame(raf);
      mo.disconnect();
      io.disconnect();
    };
  }, []);

  return (
    <span className={`inline-flex flex-col items-center gap-2 ${className}`}>
      <button
        type="button"
        aria-label={label}
        onMouseEnter={() => {
          hoveringRef.current = true;
        }}
        onMouseLeave={() => {
          hoveringRef.current = false;
        }}
        onFocus={() => {
          hoveringRef.current = true;
        }}
        onBlur={() => {
          hoveringRef.current = false;
        }}
        onClick={() => {
          triggerPressRef.current();
        }}
        className="rounded-lg border border-border bg-surface px-3 py-2 transition-colors duration-150 hover:border-foreground/20 focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ns-accent"
      >
        <svg
          viewBox={`0 0 ${VBW} ${VBH}`}
          width="220"
          height="99"
          aria-hidden="true"
          focusable="false"
          className="block overflow-visible"
        >
          {/* static insulation stubs — stop short of where the strand
              flare lines begin (BX-16 / BX+BW+16) so flaring strands are
              never redrawn over */}
          <line
            x1={BX - 40}
            y1={CY}
            x2={BX - 16}
            y2={CY}
            className="stroke-ns-muted"
            strokeWidth={5}
            strokeLinecap="round"
          />
          <line
            x1={BX + BW + 16}
            y1={CY}
            x2={BX + BW + 40}
            y2={CY}
            className="stroke-ns-muted"
            strokeWidth={5}
            strokeLinecap="round"
          />
          {/* barrel */}
          <path ref={barrelRef} />
          {/* witness dimple marks */}
          <path ref={witness1Ref} strokeWidth={1.4} fill="none" />
          <path ref={witness2Ref} strokeWidth={1.4} fill="none" />
          {/* strand flare lines, left then right, 3 each — anchored at the
              barrel's fixed end-caps, drawn AFTER the barrel/dimples so the
              exposed flare is never occluded by either */}
          {Array.from({ length: 6 }, (_, i) => (
            <line
              key={i}
              ref={(el) => {
                strandRefs.current[i] = el;
              }}
              strokeWidth={1.4}
              strokeLinecap="round"
            />
          ))}
          {/* dies — fill is set explicitly here (not just in paint()) so
              nothing paints black on the very first frame before the
              effect's token read runs */}
          <rect
            ref={topDieRef}
            x={BX + BW / 2 - DIE_W / 2}
            y={CY - H_OPEN / 2 - 16 - DIE_H}
            width={DIE_W}
            height={DIE_H}
            rx={1.5}
            fill="var(--foreground)"
          />
          <rect
            ref={bottomDieRef}
            x={BX + BW / 2 - DIE_W / 2}
            y={CY + H_OPEN / 2 + 16}
            width={DIE_W}
            height={DIE_H}
            rx={1.5}
            fill="var(--foreground)"
          />
        </svg>
      </button>
      <span className="text-sm text-foreground">{label}</span>
      <span role="status" aria-live="polite" className="sr-only">
        {announce}
      </span>
    </span>
  );
}
Build spec

A 'connect/link/attach' confirmation control — the pattern that usually just swaps a button's icon or flashes a checkmark on success — rebuilt around open-barrel wire crimping (MIL-STD-1130 / Molex application-spec geometry): two dies close in from opposite sides on a barrel holding two conductor ends, flattening it into a stepped, witness-marked profile with a small flare of displaced strand material ('brush') at each mouth where it wasn't fully captured. A good crimp is judged by that witness-mark shape, not just whether it closed, so the component draws the witness marks and the strand flare as first-class geometry, not an afterthought. Rendered as a <button> wrapping an inline SVG (viewBox 200x90, scales to its box) — no canvas. The barrel is a single <path> stadium shape (120x36 logical units at rest) built fresh every frame from one scalar, closeAmt (0 open .. 1 seated): height eases from 36 to 22 (62% of rest) via cubic ease-out over 220ms, while a 6px-wide witness-dimple pair at two fixed x-offsets (30%/70% of the barrel width) cuts an additional 4px indent into the SAME path's top and bottom edges, but only in the final ~17% of closeAmt's range (the die-bottoms-out window) — dimpleAmt, flareFrac and the barrel's own height are all derived from that one closeAmt value every frame so they can never drift out of sync with each other or with the die position. Two SVG <rect> dies translate via CSS transform (translateY) from an open position visibly separated from the barrel to a seated position touching its current top/bottom edge, driven by the same closeAmt. Three conductor strand lines per side (6 total), anchored at the barrel's fixed end-caps (its width never changes, only its height, so this anchor point stays exposed past the barrel's silhouette at every closeAmt instead of drawing underneath it), displace outward 2-5px at the barrel mouth, driven by an actual underdamped spring step response (zeta=0.7, ~120ms settle) so they overshoot slightly and settle rather than stopping dead — real crimped strands have spring-back. Draw order is barrel, then dimple creases, then strands, then dies, so nothing occludes the flare and the dies still visibly land on top of the barrel they're compressing. This runs as an unforced, repeating demonstration cycle so the control is alive at rest with zero input: 1.28s open/idle, then 220ms close, 1.4s hold-seated, 700ms retract, repeat forever on a fixed 3.6s period — idle sits FIRST in the ambient loop (a deliberate deviation from the spec's literal idle-last/2.28s/4.6s numbers, which are mutually unsatisfiable against the spec's own three named sample frames: hold always ends by 1620ms into a cycle and no cycle can be shorter than the 2320ms close+hold+retract minimum, so no idle duration under an idle-last ordering can ever put a hold window at t=2.5s; idle-first with a shortened 1.28s idle is the smallest change that keeps close/hold/retract at their real, sourced 220/1400/700ms values while actually landing t0 in idle, t2.5s in hold-seated and t5s in a fresh cycle's mid-close). A press skips the idle wait entirely and starts closing on the very next frame. Hover or focus pre-stages the dies to a slight gripping position (closeAmt floored at 0.18 — barrel just perceptibly ovalized, well below the dimple threshold, no witness marks yet) as an affordance layered on top of whatever the ambient loop is doing. Pressing fires ONE full crimp cycle on its own independent clock (not the ambient timer), calling onConnect and announcing doneLabel the instant that press's dies seat, and once that press cycle finishes the ambient loop resumes fresh from open. Every colour is read once via getComputedStyle(document.documentElement) before any paint and re-read on every class-attribute mutation of <html> (a MutationObserver) for live theme toggles, never a literal. The witness mark's real legibility comes from the barrel PATH's own silhouette — the two dimples are literal notches cut into the same <path> geometry that draws the barrel, so they read as a shape (indent) in both themes with no colour dependency at all. A thin crease stroke is layered on top, coloured by darkening the barrel's own live --foreground rather than swapping to --background (swapping would read as a LIGHT notch in light theme, since --background there is the lighter of the pair — the exact defect this spec calls out); that crease is a secondary refinement, not the primary read, and is intentionally low-contrast in light theme rather than invisible geometry. --ns-accent never touches the seated barrel, dies or witness marks (the crimped-shut state reads in luminance/geometry only); it's confined to the button's own focus-visible ring. prefers-reduced-motion paints exactly one static frame — STATIC_PHASE='seated' (dies fully closed, witness dimples visible, strand flare at rest) rather than t0's bare open barrel, because that's the frame that actually explains the mechanic; a press in that mode still fires onConnect/doneLabel immediately, just without motion. The animation loop pauses via IntersectionObserver off-screen and is cancelled along with the MutationObserver on unmount. Props: label (visible + accessible name, default 'Connect'), doneLabel (announced via aria-live on a fired press, default 'Connected'), onConnect (called once per press at the moment that press's crimp seats), className. Zero dependencies.

Props

PropTypeDefaultDescription
label?string"Connect"visible + accessible label on the control. default "Connect".
doneLabel?string"Connected"announced once a user-triggered crimp reaches the seated, witness-marked state. default "Connected".
onConnect?() => voidcalled once per press, at the moment that press's crimp seats.
className?stringextra classes merged onto the rendered root element