PageSourceSearch

https://static.0din.ai/assets/controllers/susfactor_thresholds_controller-b7f207eb.js

js 0din.ai collected 2026-10-04 00:13:52 UTC 5,390 bytes, 157 lines download raw bytes

1import { Controller } from '@hotwired/stimulus'
2import { watchMedia } from 'utils'
3
4// The inputs span the full 0..1 so their thumbs land where the visible handles are (see
5// the note in _detector.html.erb); the real bounds are enforced here instead.
6//
7// Every band keeps at least GAP, which fixes each handle's own range: the lower one lives
8// in 0.1..0.8 and the upper in 0.2..0.9, since either has to leave room for the other plus
9// the far edge.
10const STEP = 0.01
11const GAP = 0.1
12const MIN = 0.1
13const MAX = 0.9
14// One move, then a beat before the next. The transition timing lives in susfactor.css.
15const MOVE_MS = 700
16const BEAT_MS = 200
17const SEQUENCE = [[0, 0.25], [1, 0.6], [0, 0.5], [1, 0.75]]
18
19/*
20 * The three-band threshold slider. Two native ranges do the input; this only clamps them
21 * and writes --sf-t1 / --sf-t2, which the segments, the handles and the labels all read.
22 *
23 * On first sight it demonstrates itself once — the two handles walk out and back — and the
24 * first touch of either control cancels that for good, the way the hero's typing loop
25 * hands over on first click.
26 */
27export default class extends Controller {
28  static targets = ['input', 'score']
29
30  connect () {
31    // With JS off the inputs stay hidden, so the section is a static diagram rather than a
32    // thumb that moves nothing. This is what turns it into a control.
33    this.element.classList.add('is-interactive')
34    this.timers = []
35    this.render()
36
37    // Watched rather than read once: turning the preference on mid-sequence used to leave the
38    // handles walking themselves, now with the transition off so they snapped from step to step.
39    this.motion = watchMedia('(prefers-reduced-motion: reduce)', () => this.sync())
40    this.sync()
41  }
42
43  disconnect () {
44    this.motion.stop()
45    this.cancelAutoplay()
46    this.stopObserving()
47  }
48
49  /* The demo is one-shot, so turning the preference off again does not hand it back: `demoed`
50     covers both the sequence having run and the visitor having taken the controls. */
51  sync () {
52    if (this.motion.matches) {
53      this.cancelAutoplay()
54      this.stopObserving()
55    } else if (!this.demoed && !this.observer) {
56      this.observe()
57    }
58  }
59
60  observe () {
61    this.observer = new IntersectionObserver(([entry]) => {
62      if (!entry.isIntersecting) return
63      this.stopObserving()
64      this.autoplay()
65    }, { threshold: 0, rootMargin: '0px 0px -30% 0px' })
66    this.observer.observe(this.element)
67  }
68
69  stopObserving () {
70    this.observer?.disconnect()
71    this.observer = null
72  }
73
74  autoplay () {
75    this.demoed = true
76    SEQUENCE.forEach(([index, value], step) => {
77      this.timers.push(setTimeout(() => {
78        this.inputTargets[index].value = value
79        this.render()
80      }, step * (MOVE_MS + BEAT_MS)))
81    })
82  }
83
84  cancelAutoplay () {
85    this.timers.forEach(clearTimeout)
86    this.timers = []
87  }
88
89  /* Any touch of either handle ends the demo, and drops the tween so the drag tracks. */
90  takeOver () {
91    this.demoed = true
92    this.cancelAutoplay()
93    this.stopObserving()
94    this.element.classList.add('is-dragging')
95  }
96
97  /* And puts the tween back when the interaction ends. Left on, the class killed the 700ms
98     transition for the rest of the page's life, so every later move snapped. */
99  endDrag () {
100    this.element.classList.remove('is-dragging')
101  }
102
103  change (event) {
104    this.takeOver()
105    this.render(event.target)
106  }
107
108  /*
109   * Each handle is held inside its own range first, which is what stops the one being
110   * dragged: the lower cannot pass 0.8, the upper cannot fall below 0.2.
111   *
112   * From there the one that moved pushes the other ahead of it rather than stopping dead
113   * against it — drag the lower handle right and the upper travels with it, both coming to
114   * rest at 0.8 and 0.9. One pass is enough: a handle inside its own range always leaves
115   * room for its neighbour inside theirs.
116   *
117   * `moved` comes from the event rather than document.activeElement, which not every
118   * browser sets on a pointer drag.
119   */
120  render (moved = null) {
121    const [lower, upper] = this.inputTargets
122    let t1 = clamp(parseFloat(lower.value), MIN, MAX - GAP)
123    let t2 = clamp(parseFloat(upper.value), MIN + GAP, MAX)
124
125    if (t2 - t1 < GAP) {
126      if (moved === upper) t1 = snap(t2 - GAP)
127      else t2 = snap(t1 + GAP)
128    }
129
130    lower.value = t1
131    upper.value = t2
132    lower.setAttribute('aria-valuetext', `Review from ${format(t1)}`)
133    upper.setAttribute('aria-valuetext', `Auto block from ${format(t2)}`)
134
135    this.element.style.setProperty('--sf-t1', t1)
136    this.element.style.setProperty('--sf-t2', t2)
137    this.scoreTargets[0].textContent = format(t1)
138    this.scoreTargets[1].textContent = format(t2)
139  }
140}
141
142// Rounds to the step *and* off the float noise it arrives with: MAX - GAP is
143// 0.8000000000000001, and that would reach both the input's value and --sf-t1.
144function snap (value) {
145  return Number((Math.round(value / STEP) * STEP).toFixed(2))
146}
147
148function clamp (value, low, high) {
149  return snap(Math.min(high, Math.max(low, value)))
150}
151
152// Stepping by 0.01 off a float lands on things like 0.30000000000000004; two decimals and
153// back through Number drops both the noise and the trailing zero, so 0.5 reads as the
154// design's "0.5" rather than "0.50".
155function format (value) {
156  return String(Number(value.toFixed(2)))
157}

Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.