ns-ui
Quoin Lockup
A bento grid whose only variable is pressure, not cell assignment: four quoins hold a fixed five-tile arrangement flush, pressure creeps down until a tile pies out of plane, and a quoin-by-quoin re-key — occasionally a full planer sweep — brings it back, forever.
Use when Pick quoin-lockup when a feature grid's arrangement is fixed and the surface should read as physically under tension — pressure falling, a tile pieing, a re-key catching it — rather than idle. Reach for grid-bento-dense when a tile genuinely needs to be promoted into a different slot with everything else repacking around it; reach for grid-bento-ascii when the thing that should react to activation is the seam topology itself, not pressure on a fixed layout.
Install
npx shadcn add https://design.helpmarq.com /r/quoin-lockup.jsonSource
registry/core/quoin-lockup/component.tsx"use client";
import { useLayoutEffect, useMemo, useRef, useState, type KeyboardEvent } from "react";
// ---------------------------------------------------------------------------
// QuoinLockup — a bento grid whose interesting variable is PRESSURE, not cell
// assignment. Five tiles sit in a FIXED arrangement inside a steel chase; the
// gutters between them are real furniture with discrete quantised widths, and
// four quoins (opposing wedge pairs at the right edge and the foot) supply the
// pressure that holds the whole lockup flush. Pressure creeps down forever;
// once a tile's seeded hold value crosses the lift threshold it pies — sinks
// out of plane, tilts, grows a contact shadow — and the operator re-keys the
// quoins one at a time to bring it back. Nothing ever changes which cell a
// tile occupies: that is the entire difference from grid-bento-dense (which
// re-packs on `grid-auto-flow: dense`) and grid-bento-ascii (which re-spans a
// cell across every seam track). Here the arrangement is a constant; only the
// pressure — and, downstream of it, gutter width and tile plane — moves.
//
// D8 (round 13 decisions): this sits near letterpress the same way
// convert-foil-block does, but the two are disjoint. foil-block's variable is
// a dual TRANSFER THRESHOLD (heat + force) deciding whether a mark takes on
// paper at all; it renders no bed of type. This component's variable is
// PRESSURE distributing an already-fixed layout — it never decides whether
// content "takes", only how tightly the grid holding it is locked up.
//
// Colour is pure CSS: every value comes from --background/--foreground/
// --ns-muted/--border/--ns-accent through Tailwind utilities or an inline
// `color-mix(in srgb, var(--x), var(--y) N%)`, with light/dark deltas carried
// by a `dark:` class flipping a small custom property the color-mix reads.
// Nothing here is a raster surface, so there is no getComputedStyle/
// MutationObserver token pipeline to race against first paint — the browser
// resolves every var() and color-mix() synchronously at paint time. This
// mirrors grid-bento-dense, the nearest sibling in this collection ("All
// color from tokens via Tailwind utility classes, zero canvas").
// ---------------------------------------------------------------------------
export interface QuoinLockupTile {
id: string;
title: string;
body?: string;
href?: string;
}
export interface QuoinLockupProps {
/** Exactly 5 tiles, fixed arrangement (2x2 hero, two elongated, two 1x1). */
tiles?: QuoinLockupTile[];
/** How often (in press cycles) the planer sweeps and flushes the whole form. */
planerEvery?: number;
className?: string;
}
const DEFAULT_TILES: QuoinLockupTile[] = [
{
id: "hero",
title: "One workspace, everything in it",
body: "Docs, tasks and reviews read from the same record, so nothing drifts out of sync between them.",
href: "#",
},
{ id: "tall", title: "Fast on a cold start", body: "Pages stream in as you open them, with no build step to wait on.", href: "#" },
{ id: "wide", title: "Version history", body: "Roll any document back to an earlier state without leaving the page.", href: "#" },
{ id: "a", title: "Scoped access", body: "Invite a team and choose exactly what each role can see.", href: "#" },
{ id: "b", title: "Works offline", body: "Edits queue on the device and merge cleanly the moment you reconnect.", href: "#" },
];
// -- real numbers (spec section 5) ------------------------------------------
const CHASE_INSET_F = 0.055;
const RAIL_STROKE_F = 0.012;
const U_F = 0.0125; // one pica, as a fraction of M
const LEGAL_LEVELS = [2, 3, 4, 6, 8]; // legal gutter widths, in u
const QUOIN_TRAVEL_U = 1.0;
const P_MAX = 0.93;
const P_MIN = 0.62;
const LIFT_THRESHOLD = 0.62;
const DECAY_RATE = 0.055; // P units / second
const DECAY_DURATION = (P_MAX - P_MIN) / DECAY_RATE; // ~5.64s, spec's "5.6s"
const QUOIN_COUNT = 4;
const QUOIN_INTERVAL = 0.64; // s between quoins starting their turn
const QUOIN_ROTATE = 0.32; // s for a key to turn 90deg
const QUOIN_STEP_UP = 0.19; // P per quoin, clamped at P_MAX
const REKEY_DURATION = QUOIN_COUNT * QUOIN_INTERVAL; // 2.56s, spec's "~2.6s"
const CYCLE = DECAY_DURATION + REKEY_DURATION; // ~8.2s, spec's period
const PLANER_DURATION = 0.7;
const SINK_DEPTH_F = 0.028; // fraction of M
const SINK_SCALE = 0.022; // 1 - this at full sink -> 0.978
const SINK_TILT_DEG = 0.9;
const STATIC_TIME = 6.3;
// fixed seed, never Math.random: same tile always loosens first
const JITTER = [-0.62, 0.35, -0.88, 0.71, 0.08];
const TILT_SIGN = [1, -1, 1, -1, 1];
type GutterKey = "gx1" | "gx2" | "gy1" | "gy2" | "gy3";
const FULL_GUTTERS: GutterKey[] = ["gx1", "gx2", "gy1", "gy2", "gy3"];
const COMPACT_GUTTERS: GutterKey[] = ["gx1", "gy1"];
// which gutters border each tile, so hover/focus can step just those down a
// legal size — nothing about the grid ever re-assigns, only these widths
const FULL_TILE_GUTTERS: GutterKey[][] = [
["gx2", "gy2"], // hero: 2x2, cols 1-2 rows 1-2
["gx2", "gy2"], // tall: 1x2, col 3 rows 1-2
["gy2", "gy3"], // wide: 2x1, cols 1-2 row 3
["gx2", "gy2", "gy3"], // a: 1x1, col 3 row 3
["gy3"], // b: full-width foot course, row 4
];
const COMPACT_TILE_GUTTERS: GutterKey[][] = [
["gy1"], // wide: 2x1, cols 1-2 row 1
["gx1", "gy1"], // a: 1x1, col 1 row 2
["gx1", "gy1"], // b: 1x1, col 2 row 2
];
function quantize(target: number): number {
let best = LEGAL_LEVELS[0];
let bestDist = Infinity;
for (const level of LEGAL_LEVELS) {
const d = Math.abs(level - target);
if (d < bestDist) {
bestDist = d;
best = level;
}
}
return best;
}
// legal gutter width, in u, for a given pressure: tighter lockup -> narrower
// furniture. Quantised, so this never reports a continuous value.
function gutterLevelFor(p: number): number {
const clamped = Math.min(1, Math.max(0, p));
const target = 2 + (1 - clamped) * (8 - 2);
return quantize(target);
}
function smoothstep(x: number): number {
const t = Math.min(1, Math.max(0, x));
return t * t * (3 - 2 * t);
}
interface QuoinLockupState {
p: number;
cyclePos: number;
rekeyActive: boolean;
activeQuoin: number; // -1 when none mid-turn
quoinTravel: number[]; // 0..1, one per quoin, uniform
keyDock: number; // which quoin the key sits at when idle (last one turned)
keyRotate: number; // 0..1 (0..90deg) for the quoin mid-turn
planerActive: boolean;
planerX: number; // 0..1 across the form
}
// Pure function of absolute time: no integration, so the same t always
// produces the same frame. This is what makes STATIC_TIME byte-stable.
function stateAt(t: number, planerEvery: number): QuoinLockupState {
const cycleIndex = Math.floor(t / CYCLE);
const cyclePos = t - cycleIndex * CYCLE;
const isPlanerCycle = planerEvery > 0 && (cycleIndex + 1) % planerEvery === 0;
let p: number;
let rekeyActive = false;
let activeQuoin = -1;
const quoinTravel = [0, 0, 0, 0];
let keyDock = QUOIN_COUNT - 1;
let keyRotate = 0;
let planerActive = false;
let planerX = 0;
if (cyclePos < DECAY_DURATION) {
p = P_MAX - DECAY_RATE * cyclePos;
// wedges ease back toward their resting travel as pressure relaxes
const travel = smoothstep((p - P_MIN) / (P_MAX - P_MIN));
quoinTravel[0] = quoinTravel[1] = quoinTravel[2] = quoinTravel[3] = travel;
keyDock = -1; // key is out, riding the last quoin from the previous cycle
} else {
rekeyActive = true;
const rk = cyclePos - DECAY_DURATION;
p = LIFT_THRESHOLD;
for (let i = 0; i < QUOIN_COUNT; i++) {
const start = i * QUOIN_INTERVAL;
if (rk < start) {
quoinTravel[i] = 0;
continue;
}
const local = rk - start;
const turnProgress = smoothstep(local / QUOIN_ROTATE);
quoinTravel[i] = turnProgress;
if (local < QUOIN_ROTATE) {
activeQuoin = i;
keyRotate = turnProgress;
} else {
keyDock = i;
}
// the +0.19 step begins 140ms into the turn and completes over the
// remaining 180ms (critically damped ease, approximated by smoothstep);
// each later quoin's iteration overwrites p with its own cumulative
// total, so the last quoin whose turn has started wins, which is
// exactly the running pressure after i completed steps plus this one
const stepProgress = smoothstep((local - 0.14) / 0.18);
p = Math.min(P_MAX, LIFT_THRESHOLD + i * QUOIN_STEP_UP + QUOIN_STEP_UP * stepProgress);
}
if (isPlanerCycle && rk < PLANER_DURATION) {
planerActive = true;
planerX = smoothstep(rk / PLANER_DURATION);
}
}
return { p, cyclePos, rekeyActive, activeQuoin, quoinTravel, keyDock, keyRotate, planerActive, planerX };
}
function sinkFracFor(p: number, index: number): number {
const h = p + 0.1 * JITTER[index];
if (h >= LIFT_THRESHOLD) return 0;
return Math.min(1, (LIFT_THRESHOLD - h) / LIFT_THRESHOLD);
}
// tile x-position, as a fraction of the chase width, used only to decide when
// the planer bar has swept past a given tile (left column vs right column)
const FULL_TILE_X: number[] = [0.28, 0.83, 0.28, 0.83, 0.5];
const COMPACT_TILE_X: number[] = [0.5, 0.25, 0.75];
export function QuoinLockup({ tiles = DEFAULT_TILES, planerEvery = 3, className = "" }: QuoinLockupProps) {
const hostRef = useRef<HTMLDivElement | null>(null);
const [m, setM] = useState(0);
const [compact, setCompact] = useState(false);
const [hoveredId, setHoveredId] = useState<string | null>(null);
const [activeIdx, setActiveIdx] = useState(0);
const [reducedMotion, setReducedMotion] = useState(false);
const gridRef = useRef<HTMLDivElement | null>(null);
const tileRefs = useRef(new Map<string, HTMLAnchorElement | HTMLButtonElement>());
const quoinRefs = useRef<(HTMLDivElement | null)[]>([null, null, null, null]);
const keyRef = useRef<HTMLDivElement | null>(null);
const planerRef = useRef<HTMLDivElement | null>(null);
const railRef = useRef<HTMLDivElement | null>(null);
const rows = compact ? tiles.slice(0, 3) : tiles.slice(0, 5);
const gutterKeys = compact ? COMPACT_GUTTERS : FULL_GUTTERS;
const tileGutters = compact ? COMPACT_TILE_GUTTERS : FULL_TILE_GUTTERS;
const tileX = compact ? COMPACT_TILE_X : FULL_TILE_X;
// measure before paint so the form is never shown at the wrong size
useLayoutEffect(() => {
const host = hostRef.current;
if (!host) return;
const measure = (w: number) => {
setM(w);
setCompact(w < 320);
};
const rect = host.getBoundingClientRect();
measure(Math.min(rect.width, rect.height) || rect.width);
const ro = new ResizeObserver((entries) => {
const entry = entries[0];
if (!entry) return;
const box = entry.contentRect;
measure(Math.min(box.width, box.height) || box.width);
});
ro.observe(host);
return () => ro.disconnect();
}, []);
useLayoutEffect(() => {
const mq = window.matchMedia("(prefers-reduced-motion: reduce)");
setReducedMotion(mq.matches);
const onChange = () => setReducedMotion(mq.matches);
mq.addEventListener("change", onChange);
return () => mq.removeEventListener("change", onChange);
}, []);
const u = m * U_F;
const applyFrame = useMemo(
() => (t: number) => {
const st = stateAt(t, planerEvery);
// gutters: pressure-derived legal width, minus one legal step for
// whichever gutters border the currently hovered/focused tile
const hoveredIndex = hoveredId ? rows.findIndex((c) => c.id === hoveredId) : -1;
const hoveredKeys = hoveredIndex >= 0 ? tileGutters[hoveredIndex] : [];
const baseLevel = gutterLevelFor(st.p);
const grid = gridRef.current;
if (grid) {
for (const key of gutterKeys) {
let level = baseLevel;
if (hoveredKeys.includes(key)) {
const idx = LEGAL_LEVELS.indexOf(level);
level = LEGAL_LEVELS[Math.max(0, idx - 1)];
}
// the track size lives on the grid container's own custom
// property — a property set on a gutter cell would not be
// inherited upward by its ancestor's grid-template
grid.style.setProperty(`--gw-${key}`, `${level * u}px`);
}
}
// tiles: sink, tilt, contact shadow, planer override
rows.forEach((tile, i) => {
const el = tileRefs.current.get(tile.id);
if (!el) return;
let sink = sinkFracFor(st.p, i);
if (st.planerActive && st.planerX >= tileX[i]) sink = 0;
const sinkPx = sink * SINK_DEPTH_F * m;
const scale = 1 - SINK_SCALE * sink;
const tilt = SINK_TILT_DEG * sink * TILT_SIGN[i];
el.style.setProperty("--sink", `${sinkPx}px`);
el.style.setProperty("--tile-scale", `${scale}`);
el.style.setProperty("--tile-tilt", `${tilt}deg`);
el.style.setProperty("--shadow-o", `${sink}`);
el.style.setProperty("--edge-o", `${1 - sink}`);
});
// quoins + key
for (let i = 0; i < QUOIN_COUNT; i++) {
const el = quoinRefs.current[i];
if (el) el.style.setProperty("--travel", `${st.quoinTravel[i] * QUOIN_TRAVEL_U * u}px`);
}
if (keyRef.current) {
const dockIndex = st.activeQuoin >= 0 ? st.activeQuoin : Math.max(0, st.keyDock);
keyRef.current.style.setProperty("--key-slot", `${dockIndex}`);
keyRef.current.style.setProperty("--key-rotate", `${st.keyRotate * 90}deg`);
keyRef.current.style.opacity = st.rekeyActive ? "1" : "0";
}
if (planerRef.current) {
planerRef.current.style.opacity = st.planerActive ? "1" : "0";
planerRef.current.style.setProperty("--planer-x", `${st.planerX * 100}%`);
}
},
// eslint-disable-next-line react-hooks/exhaustive-deps
[m, u, compact, hoveredId, planerEvery]
);
useLayoutEffect(() => {
if (m <= 0) return;
if (reducedMotion) {
applyFrame(STATIC_TIME);
return;
}
let raf = 0;
let running = false;
const origin = performance.now();
const loop = (now: number) => {
applyFrame((now - origin) / 1000);
raf = requestAnimationFrame(loop);
};
const wake = () => {
if (running) return;
running = true;
raf = requestAnimationFrame(loop);
};
const sleep = () => {
cancelAnimationFrame(raf);
running = false;
};
const host = hostRef.current;
let onScreen = true;
const io = host
? new IntersectionObserver(
(entries) => {
onScreen = entries.some((en) => en.isIntersecting);
if (!onScreen) sleep();
else if (!document.hidden) wake();
},
{ threshold: 0 }
)
: null;
if (host && io) io.observe(host);
const onVis = () => {
if (document.hidden) sleep();
else if (onScreen) wake();
};
document.addEventListener("visibilitychange", onVis);
wake();
return () => {
sleep();
io?.disconnect();
document.removeEventListener("visibilitychange", onVis);
};
}, [m, reducedMotion, applyFrame]);
const onKeyDown = (e: KeyboardEvent<HTMLElement>, index: number) => {
const count = rows.length;
let next = index;
switch (e.key) {
case "ArrowRight":
case "ArrowDown":
e.preventDefault();
next = (index + 1) % count;
break;
case "ArrowLeft":
case "ArrowUp":
e.preventDefault();
next = (index - 1 + count) % count;
break;
default:
return;
}
setActiveIdx(next);
const el = tileRefs.current.get(rows[next].id);
el?.focus();
};
// grid-column/row spans are module-level constants, never written after
// mount — pressure changes gutter TRACK SIZE (the --gw-* custom
// properties, set imperatively on the grid container in applyFrame), spans
// never change.
const fullTemplateCols = "minmax(0,1fr) var(--gw-gx1,3px) minmax(0,1fr) var(--gw-gx2,3px) minmax(0,1fr)";
const fullTemplateRows =
"minmax(0,1fr) var(--gw-gy1,3px) minmax(0,1fr) var(--gw-gy2,3px) minmax(0,1fr) var(--gw-gy3,3px) minmax(0,1fr)";
const compactTemplateCols = "minmax(0,1fr) var(--gw-gx1,3px) minmax(0,1fr)";
const compactTemplateRows = "minmax(0,1fr) var(--gw-gy1,3px) minmax(0,1fr)";
return (
<div ref={hostRef} className={`relative h-full w-full min-h-[240px] ${className}`}>
{/* frame layer: chase rail + quoins + key + planer. Positioned as
fractions of the chase, so it needs nothing from the tile grid. */}
<div aria-hidden className="pointer-events-none absolute inset-0 z-0">
<div
ref={railRef}
className="absolute [--rail-a:72%] dark:[--rail-a:100%]"
style={{
inset: m * CHASE_INSET_F,
borderWidth: Math.max(1, m * RAIL_STROKE_F),
borderStyle: "solid",
borderColor: "color-mix(in srgb, var(--foreground) var(--rail-a), transparent)",
borderRadius: 2,
}}
/>
{[0, 1, 2, 3].map((i) => {
const edge = i < 2 ? "right" : "foot";
const along = edge === "right" ? (i === 0 ? 0.32 : 0.68) : i === 2 ? 0.32 : 0.68;
const len = u * 3;
const thick = u * 1.4;
return (
<div
key={i}
ref={(el) => {
quoinRefs.current[i] = el;
}}
className="absolute [--travel:0px]"
style={
edge === "right"
? {
right: m * CHASE_INSET_F - thick * 0.4,
top: `calc(${along * 100}% - ${len / 2}px)`,
width: thick,
height: len,
}
: {
bottom: m * CHASE_INSET_F - thick * 0.4,
left: `calc(${along * 100}% - ${len / 2}px)`,
height: thick,
width: len,
}
}
>
<div
className="absolute inset-0 [--wedge-a:46%] dark:[--wedge-a:58%]"
style={{
background: "color-mix(in srgb, var(--background), var(--foreground) var(--wedge-a))",
transform: edge === "right" ? "skewY(-14deg)" : "skewX(-14deg)",
}}
/>
<div
className="absolute inset-0 [--wedge-b:34%] dark:[--wedge-b:46%]"
style={{
background: "color-mix(in srgb, var(--background), var(--foreground) var(--wedge-b))",
transform:
edge === "right"
? "skewY(-14deg) translateY(var(--travel))"
: "skewX(-14deg) translateX(var(--travel))",
}}
/>
</div>
);
})}
<div
ref={keyRef}
className="absolute h-[1.6em] w-[1.6em] max-h-4 max-w-4 border-2 border-ns-muted transition-[opacity] duration-200"
style={{
right: m * CHASE_INSET_F - 8,
bottom: `calc(20% + var(--key-slot, 0) * 15%)`,
transform: "rotate(var(--key-rotate, 0deg))",
opacity: 0,
}}
/>
<div
ref={planerRef}
className="absolute top-0 h-full w-[3px] bg-ns-muted transition-[opacity] duration-150"
style={{ left: "var(--planer-x, 0%)", opacity: 0 }}
/>
</div>
<div
ref={gridRef}
role="group"
aria-label="Bento grid locked by four quoins. Arrow keys move between tiles."
className="relative z-[1] grid h-full w-full gap-0"
style={{
padding: m * CHASE_INSET_F + Math.max(1, m * RAIL_STROKE_F) * 2,
gridTemplateColumns: compact ? compactTemplateCols : fullTemplateCols,
gridTemplateRows: compact ? compactTemplateRows : fullTemplateRows,
}}
>
{gutterKeys.map((key) => (
<div
key={key}
aria-hidden
className="[--fill-a:40%]"
style={{
gridColumn: gridAreaFor(key, compact, "col"),
gridRow: gridAreaFor(key, compact, "row"),
backgroundColor: "color-mix(in srgb, var(--background), var(--foreground) var(--fill-a))",
backgroundImage:
key.startsWith("gx")
? `repeating-linear-gradient(to bottom, transparent 0, transparent calc(${Math.max(
1,
m * 0.11
)}px - 1px), color-mix(in srgb, var(--border), var(--foreground) 30%) calc(${Math.max(
1,
m * 0.11
)}px - 1px), color-mix(in srgb, var(--border), var(--foreground) 30%) ${Math.max(1, m * 0.11)}px)`
: `repeating-linear-gradient(to right, transparent 0, transparent calc(${Math.max(
1,
m * 0.11
)}px - 1px), color-mix(in srgb, var(--border), var(--foreground) 30%) calc(${Math.max(
1,
m * 0.11
)}px - 1px), color-mix(in srgb, var(--border), var(--foreground) 30%) ${Math.max(1, m * 0.11)}px)`,
}}
/>
))}
{rows.map((tile, i) => {
const isHero = !compact && i === 0;
const commonProps = {
ref: (el: HTMLAnchorElement | HTMLButtonElement | null) => {
if (el) tileRefs.current.set(tile.id, el);
else tileRefs.current.delete(tile.id);
},
tabIndex: i === activeIdx ? 0 : -1,
onFocus: () => setActiveIdx(i),
onMouseEnter: () => setHoveredId(tile.id),
onMouseLeave: () => setHoveredId((cur) => (cur === tile.id ? null : cur)),
onKeyDown: (e: KeyboardEvent<HTMLElement>) => onKeyDown(e, i),
className:
"quoin-lockup-tile group relative isolate flex flex-col justify-start gap-1 overflow-hidden rounded-sm border p-3 text-left transition-colors duration-150 " +
"[--face-mix:10%] dark:[--face-mix:16%] " +
"border-transparent hover:[--face-mix:12%] focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ns-accent",
style: {
gridColumn: gridAreaFor(`tile-${i}`, compact, "col"),
gridRow: gridAreaFor(`tile-${i}`, compact, "row"),
backgroundColor: "color-mix(in srgb, var(--background), var(--foreground) var(--face-mix))",
borderTopColor: "color-mix(in srgb, var(--foreground) calc(var(--edge-o, 1) * 22%), transparent)",
transform:
"translateY(var(--sink, 0px)) scale(var(--tile-scale, 1)) rotate(var(--tile-tilt, 0deg))",
boxShadow: "0 calc(var(--sink, 0px) * 0.6) calc(var(--sink, 0px) * 1.8) color-mix(in srgb, var(--foreground) calc(var(--shadow-o, 0) * 38%), transparent)",
zIndex: i,
} as React.CSSProperties,
"aria-label": tile.title,
"data-tile-id": tile.id,
};
const content = (
<>
<h3 className={`font-medium leading-snug text-foreground ${isHero ? "text-base" : "text-sm"}`}>
{tile.title}
</h3>
{tile.body && (
<p className={`text-ns-muted ${isHero ? "max-w-[34ch] text-sm leading-snug" : "text-xs leading-snug"}`}>
{tile.body}
</p>
)}
</>
);
return tile.href ? (
<a key={tile.id} {...commonProps} href={tile.href}>
{content}
</a>
) : (
<button key={tile.id} {...commonProps} type="button">
{content}
</button>
);
})}
</div>
</div>
);
}
// Raw grid line coordinates for the fixed arrangement. Content track i (1..n)
// sits at raw line [2i-1, 2i] once gutter tracks are interleaved between
// every pair of content tracks. These are constants — never recomputed by
// pressure state, only read once per render.
function gridAreaFor(key: string, compact: boolean, axis: "col" | "row"): string {
const rawLine = (content: number) => `${2 * content - 1} / ${2 * content + 1}`;
if (compact) {
const colOf = (c1: number, c2 = c1) => `${2 * c1 - 1} / ${2 * c2}`;
const rowOf = (r1: number, r2 = r1) => `${2 * r1 - 1} / ${2 * r2}`;
if (key === "gx1") return axis === "col" ? "2 / 3" : "1 / 4";
if (key === "gy1") return axis === "row" ? "2 / 3" : "1 / 4";
switch (key) {
case "tile-0": // wide: cols 1-2, row 1
return axis === "col" ? colOf(1, 2) : rowOf(1);
case "tile-1": // a: col 1, row 2
return axis === "col" ? colOf(1) : rowOf(2);
case "tile-2": // b: col 2, row 2
return axis === "col" ? colOf(2) : rowOf(2);
default:
return "1 / 2";
}
}
const colOf = (c1: number, c2 = c1) => `${2 * c1 - 1} / ${2 * c2}`;
const rowOf = (r1: number, r2 = r1) => `${2 * r1 - 1} / ${2 * r2}`;
if (key === "gx1") return axis === "col" ? "2 / 3" : "1 / 7";
if (key === "gx2") return axis === "col" ? "4 / 5" : "1 / 6";
if (key === "gy1") return axis === "row" ? "2 / 3" : "1 / 6";
if (key === "gy2") return axis === "row" ? "4 / 5" : "1 / 6";
if (key === "gy3") return axis === "row" ? "6 / 7" : "1 / 6";
switch (key) {
case "tile-0": // hero: cols 1-2, rows 1-2
return axis === "col" ? colOf(1, 2) : rowOf(1, 2);
case "tile-1": // tall: col 3, rows 1-2
return axis === "col" ? colOf(3) : rowOf(1, 2);
case "tile-2": // wide: cols 1-2, row 3
return axis === "col" ? colOf(1, 2) : rowOf(3);
case "tile-3": // a: col 3, row 3
return axis === "col" ? colOf(3) : rowOf(3);
case "tile-4": // b: cols 1-3, row 4 — the foot course runs the full width,
// so the chase is packed edge to edge and no cell is left inert
return axis === "col" ? colOf(1, 3) : rowOf(4);
default:
return rawLine(1);
}
}
QuoinLockup.displayName = "QuoinLockup";
Build spec
Build <QuoinLockup tiles? planerEvery? className?> — a bento grid borrowed from letterpress lockup on the imposing stone, where the interesting variable is PRESSURE distributing a layout that never repacks (the line separating this from grid-bento-dense/grid-bento-ascii, both re-assignment problems). FIXED ARRANGEMENT: 5 tiles on a 3-content-column x 4-content-row track grid — hero 2x2 (cols1-2,rows1-2), one 1x2 tall (col3,rows1-2), one 2x1 wide (cols1-2,row3), two 1x1 (col3 row3; col1 row4) — with the one leftover cell (cols2-3,row4) rendered as a plain furniture block, no tile: the real process packs every empty area with furniture rather than leaving it inert. A literal 3x3 (9 cells) cannot hold this tile set: 2x2 + 1x2 + 1x2 + 1x1 + 1x1 = 4+2+2+1+1 = 10 cells of area, one more than 3x3 provides, so the base grid is extended to 3x4 (12 cells) rather than dropping a tile's area to force the fit. Below M=320px (M = min(width,height)) this collapses to 3 tiles on a 2x2 base (one 2x1 wide + two 1x1). Grid tracks interleave CONTENT/GUTTER/CONTENT on both axes; every grid-column/grid-row span is a module-level constant written once — pressure only ever changes gutter TRACK SIZE via CSS custom properties (--gw-gx1/gx2/gy1/gy2/gy3) set imperatively on the grid container in a single rAF loop, never React state, so a 60fps decay never re-renders the tree. PRESSURE MODEL, a pure function of absolute elapsed time (never integrated dt, so any instant reproduces byte-identically): P decays from 0.93 to 0.62 at 0.055/s (~5.64s). At P<0.62's lift threshold a re-key phase runs: 4 quoins turn in fixed order (right-top, foot-right, right-bottom, foot-left) 640ms apart, each rotating its key 90 degrees over 320ms and stepping P by +0.19 (clamped at 0.93) over the turn's final 180ms, critically damped (smoothstep here). Full cycle ~8.2s (5.64s decay + 4*640ms=2.56s re-key), unbounded, never terminating. Every `planerEvery` cycles (default 3, every ~24.6s) a planer bar sweeps left-to-right across the form during the re-key phase's first 700ms, forcibly zeroing each tile's sink the instant the bar's x-progress passes that tile's x-fraction — the component's striking moment. FURNITURE: gutter width in u = 0.0125*M ('one pica') is quantised to the nearest of {2,3,4,6,8}*u from a target that widens linearly as P falls — never a continuous value — rendered as a color-mix(in srgb, var(--background), var(--foreground) 40%) fill with a repeating-linear-gradient butt-joint line every 0.11*M using color-mix(var(--border), var(--foreground) 30%). PIEING: each tile has a fixed seeded hold H_i = P + 0.10*JITTER[i] (JITTER = [-0.62, 0.35, -0.88, 0.71, 0.08], hardcoded, never Math.random, so the same tile always loosens first); when H_i<0.62 the tile sinks translateY up to 0.028*M, scales to 0.978 and tilts 0.9deg about a fixed per-tile axis, gated entirely by CSS custom properties (--sink/--tile-scale/--tile-tilt) so the transform composites without layout thrash. Pie depth carries two independent value cues: a box-shadow toward --foreground scaling with sink fraction (a literal loss of local contrast under the tile, not a colour), and a border-top toward color-mix(var(--foreground) 22%) that fades as sink increases (loss of edge contrast against the still-flush neighbours) — deliberately NOT the spec's literal mix(bg,fg,0.10) hairline, which sits within 1% of the tile face itself and is invisible; the edge is pushed to ~22% foreground so it has contrast to lose in the first place. QUOINS: 4 opposing-wedge pairs (2 right edge, 2 foot), each a pair of divs skewed 14 degrees (skewY on the right edge, skewX on the foot) at two different color-mix stops so the direction of travel reads without hue; the sliding half translates by up to 1.0u, driven by the same rAF loop. A small bordered key marker docks at whichever quoin is mid-turn, rotating 0-90deg over its 320ms window, opacity 0 outside the re-key phase. INTERACTION: hovering or focusing a tile steps its 1-2 adjacent gutters down one legal size (a hardcoded per-tile adjacency table, e.g. the hero borders {gx2,gy2}) — the tile's own span never changes, only the furniture around it narrows, and the creep/re-key loop keeps running underneath. Tiles are real <a>/<button> elements with accessible names; roving tabindex plus ArrowLeft/Right/Up/Down cycle through the fixed tile order (never DOM reorder, since the arrangement never changes, focus order is the visual order by construction). COLOUR: everything is CSS var()/color-mix() consumed directly by Tailwind classes and inline styles — a `dark:[--x:Y%]` class flips a small custom property that a color-mix formula reads, so there is no getComputedStyle/MutationObserver pipeline and nothing can paint before a token resolves, because nothing ever reads a token in JS; matches grid-bento-dense, the nearest sibling in this collection. `prefers-reduced-motion` calls the same pure state(t) function once at STATIC_TIME=6.3s (mid re-key: some quoins keyed, one tile still pied, the key sitting in a socket) and never starts the rAF loop; IntersectionObserver and visibilitychange both stop it otherwise. M is measured in useLayoutEffect via ResizeObserver on the host so no frame ever paints the form at the wrong size.
Props
| Prop | Type | Default | Description |
|---|---|---|---|
| tiles? | QuoinLockupTile[] | DEFAULT_TILES | Exactly 5 tiles, fixed arrangement (2x2 hero, two elongated, two 1x1). |
| planerEvery? | number | 3 | How often (in press cycles) the planer sweeps and flushes the whole form. |
| className? | string | — | — |