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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.

Usage

registry/core/quoin-lockup/demo.tsx
"use client";

import { QuoinLockup } from "./component";

export default function QuoinLockupDemo() {
  return (
    <main className="flex h-screen w-full flex-col overflow-hidden bg-background p-6">
      <p className="mb-3 shrink-0 font-mono text-xs tracking-widest text-ns-muted">ns-ui / quoin-lockup</p>
      {/* the frame takes whatever height is left, so the chase always composes
          inside the card rather than running past its bottom edge */}
      <div className="min-h-0 w-full flex-1 rounded-md border border-border bg-background p-2">
        <QuoinLockup />
      </div>
    </main>
  );
}

Component

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";

The usage example imports ./component because it sits next to the component file in this repo. Installed, that file lands at components/ui/quoin-lockup.tsx, so point the import there.

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.json

Ask AI

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

Claude, ChatGPT, Grok, and Perplexity open with the prompt already in. Gemini copies it to your clipboard first. Paste it in once the chat opens.

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

PropTypeDefaultDescription
tiles?QuoinLockupTile[]DEFAULT_TILESExactly 5 tiles, fixed arrangement (2x2 hero, two elongated, two 1x1).
planerEvery?number3How often (in press cycles) the planer sweeps and flushes the whole form.
className?string——