Star Slider: Fix beak shape in badge (#6553)

This commit is contained in:
Alexander Zinchuk 2025-12-23 18:56:41 +01:00
parent ddc1df3f60
commit d98a5ef8be

View File

@ -33,10 +33,13 @@ type OwnProps = {
const DEFAULT_POINTS = [50, 100, 500, 1000, 2000, 5000, 10000]; const DEFAULT_POINTS = [50, 100, 500, 1000, 2000, 5000, 10000];
const LARGE_STEP = 10000; const LARGE_STEP = 10000;
const THUMB_SIZE_IN_PIXELS = 1.875 * REM; const THUMB_SIZE = 1.875 * REM;
const BEAK_WIDTH_IN_PIXELS = 28; const CORNER_BEAK_WIDTH = 44;
const DEFAULT_RADIUS_IN_REM = 2; const DEFAULT_BEAK_WIDTH = 52;
const MIN_RADIUS_IN_REM = 0.375; const BEAK_HEIGHT = 32;
const BEAK_OFFSET_END = 10;
const TIP_OFFSET_END = 0;
const BADGE_HORIZONTAL_PADDING = 2 * REM; const BADGE_HORIZONTAL_PADDING = 2 * REM;
const BADGE_ICON_SIZE = 1.5 * REM; const BADGE_ICON_SIZE = 1.5 * REM;
@ -169,11 +172,15 @@ const StarSlider = ({
const progress = value / points.length; const progress = value / points.length;
const { const {
minBadgeX, maxBadgeX, beakOffset, cornerRadius, minBadgeX, maxBadgeX, beakOffset, beakTipOffset, beakWidth: currentBeakWidth,
} = useMemo(() => { } = useMemo(() => {
return calcBadgePosition(containerWidth, badgeWidth, progress); return calcBadgePosition(containerWidth, badgeWidth, progress);
}, [containerWidth, badgeWidth, progress]); }, [containerWidth, badgeWidth, progress]);
const beakPath = useMemo(() => {
return generateBeakPath(currentBeakWidth, beakTipOffset);
}, [currentBeakWidth, beakTipOffset]);
const handleChange = useLastCallback((event: React.ChangeEvent<HTMLInputElement>) => { const handleChange = useLastCallback((event: React.ChangeEvent<HTMLInputElement>) => {
const rawValue = Number(event.currentTarget.value); const rawValue = Number(event.currentTarget.value);
const clampedValue = Math.max(rawValue, minAllowedProgress); const clampedValue = Math.max(rawValue, minAllowedProgress);
@ -201,11 +208,9 @@ const StarSlider = ({
setIsDragging(false); setIsDragging(false);
}); });
const { left: radiusLeft, right: radiusRight } = cornerRadius;
const dynamicColor = shouldUseDynamicColor ? getColorForProgress(progress) : undefined; const dynamicColor = shouldUseDynamicColor ? getColorForProgress(progress) : undefined;
const badgeStyle = buildStyle( const badgeStyle = buildStyle(
`border-radius: 2rem 2rem ${radiusRight}rem ${radiusLeft}rem`,
Boolean(badgeWidth) && `width: ${badgeWidth}px`, Boolean(badgeWidth) && `width: ${badgeWidth}px`,
); );
@ -254,9 +259,9 @@ const StarSlider = ({
</div> </div>
<svg <svg
className={styles.floatingBadgeTriangle} className={styles.floatingBadgeTriangle}
width="28" width={currentBeakWidth}
height="28" height={BEAK_HEIGHT}
viewBox="0 0 28 28" viewBox={`0 0 ${currentBeakWidth} ${BEAK_HEIGHT}`}
fill="none" fill="none"
aria-hidden="true" aria-hidden="true"
role="presentation" role="presentation"
@ -272,7 +277,7 @@ const StarSlider = ({
)} )}
<path <path
className={styles.floatingBadgeTrianglePath} className={styles.floatingBadgeTrianglePath}
d="m 28,4 v 9 c 0.0089,7.283278 -3.302215,5.319646 -6.750951,8.589815 l -5.8284,5.82843 c -0.781,0.78105 -2.0474,0.78104 -2.8284,0 L 6.7638083,21.589815 C 2.8288652,17.959047 0.04527024,20.332086 0,13 V 4 C 0,4 0.00150581,0.97697493 3,1 5.3786658,1.018266 22.594519,0.9142007 25,1 c 2.992326,0.1067311 3,3 3,3 z" d={beakPath}
fill={dynamicColor || 'url(#StarBadgeTriangle)'} fill={dynamicColor || 'url(#StarBadgeTriangle)'}
/> />
</svg> </svg>
@ -323,45 +328,61 @@ function calcBadgePosition(
progress: number, progress: number,
) { ) {
const halfBadgeWidth = badgeWidth / 2; const halfBadgeWidth = badgeWidth / 2;
const halfThumbSize = THUMB_SIZE_IN_PIXELS / 2; const cornerBeakHalfWidth = CORNER_BEAK_WIDTH / 2;
const maxBeakOffset = halfBadgeWidth - cornerBeakHalfWidth;
const baseTargetX = halfThumbSize + progress * (containerWidth - THUMB_SIZE_IN_PIXELS);
const cornerTargetX = progress * containerWidth;
const edgeZone = THUMB_SIZE_IN_PIXELS / 2;
const distanceToLeftEdge = cornerTargetX;
const distanceToRightEdge = containerWidth - cornerTargetX;
const minEdgeDistance = Math.min(distanceToLeftEdge, distanceToRightEdge);
const t = Math.min(1, minEdgeDistance / edgeZone);
const targetX = cornerTargetX + t * (baseTargetX - cornerTargetX);
const minBadgeX = halfBadgeWidth; const minBadgeX = halfBadgeWidth;
const maxBadgeX = containerWidth - halfBadgeWidth; const maxBadgeX = containerWidth - halfBadgeWidth;
const clampedBadgeX = Math.max(minBadgeX, Math.min(targetX, maxBadgeX));
const beakOffset = targetX - clampedBadgeX; const thumbHalf = THUMB_SIZE / 2;
const trackLength = containerWidth - THUMB_SIZE;
const distanceFromLeft = progress * trackLength;
const distanceFromRight = trackLength - distanceFromLeft;
const thresholdPx = DEFAULT_RADIUS_IN_REM / 2 * REM; const isLeftSide = distanceFromLeft < distanceFromRight;
const beakHalfWidth = BEAK_WIDTH_IN_PIXELS / 2; const distanceToEdge = isLeftSide ? distanceFromLeft : distanceFromRight;
const direction = isLeftSide ? -1 : 1;
const distanceToEdge = halfBadgeWidth - Math.abs(beakOffset); let beakOffset = 0;
const normalizedDistance = Math.max(0, distanceToEdge - beakHalfWidth); let beakTipOffset = 0;
let beakWidth = DEFAULT_BEAK_WIDTH;
let edgeRadius = DEFAULT_RADIUS_IN_REM; const beakOffsetStart = halfBadgeWidth - thumbHalf;
if (normalizedDistance < thresholdPx) {
const radiusT = 1 - (normalizedDistance / thresholdPx); if (distanceToEdge < beakOffsetStart) {
edgeRadius = DEFAULT_RADIUS_IN_REM - radiusT * (DEFAULT_RADIUS_IN_REM - MIN_RADIUS_IN_REM); if (distanceToEdge > BEAK_OFFSET_END) {
const t = (beakOffsetStart - distanceToEdge) / (beakOffsetStart - BEAK_OFFSET_END);
beakOffset = direction * t * maxBeakOffset;
} else if (distanceToEdge > TIP_OFFSET_END) {
beakOffset = direction * maxBeakOffset;
const t = (BEAK_OFFSET_END - distanceToEdge) / (BEAK_OFFSET_END - TIP_OFFSET_END);
const tExp = 1 - (1 - t) * (1 - t) * (1 - t);
beakWidth = DEFAULT_BEAK_WIDTH - tExp * (DEFAULT_BEAK_WIDTH - CORNER_BEAK_WIDTH);
beakTipOffset = direction * t * (beakWidth / 2);
} else {
beakOffset = direction * maxBeakOffset;
beakWidth = CORNER_BEAK_WIDTH;
beakTipOffset = direction * (beakWidth / 2);
}
} }
const leftRadius = beakOffset < 0 ? edgeRadius : DEFAULT_RADIUS_IN_REM;
const rightRadius = beakOffset > 0 ? edgeRadius : DEFAULT_RADIUS_IN_REM;
return { return {
minBadgeX, minBadgeX,
maxBadgeX, maxBadgeX,
beakOffset, beakOffset,
cornerRadius: { left: leftRadius, right: rightRadius }, beakTipOffset,
beakWidth,
}; };
} }
const TIP_RADIUS = 2;
function generateBeakPath(beakWidth: number, tipOffset: number): string {
const tipX = beakWidth / 2 + tipOffset;
const r = TIP_RADIUS;
const y = BEAK_HEIGHT - r;
return `M 0 0 L ${beakWidth} 0 L ${tipX + r} ${y} Q ${tipX} ${BEAK_HEIGHT} ${tipX - r} ${y} Z`;
}
export default memo(StarSlider); export default memo(StarSlider);