Files
gregorlohaus.com/src/app/_components/Animated/useReveal.ts
2026-06-18 01:41:25 +02:00

135 lines
5.2 KiB
TypeScript

'use client'
import { useGSAP } from "@gsap/react"
import { ScrollTrigger } from "gsap/all"
import type { RefObject } from "react"
import { GSAP_DEBUG, nearestScroller, useGsapContext } from "~/app/_providers/GsapProvicer"
export type UseRevealOptions = {
position: gsap.Position
/** Skip the orchestrated entrance and let ScrollTrigger drive from the start. */
scrollOnly?: boolean
/**
* Reveal once and keep it: after the element animates in (entrance or first
* scroll-in) it never reverses on leave. Default false = animate out at the
* top and back in on scroll-up.
*/
once?: boolean
debugId?: string
/**
* Build the hidden -> shown animation for `el`. It must be a single,
* *independent* animation (not added to any timeline): `play()` reveals,
* `reverse()` hides. The hook pauses it, schedules its entrance through the
* shared timeline, and lets a ScrollTrigger drive the very same animation on
* scroll — so the two modes never fight over the element.
*/
makeReveal: (el: HTMLElement) => gsap.core.Tween | gsap.core.Timeline
}
/**
* Shared reveal behavior for cards, text and pop-ups: an element in view at
* load plays an orchestrated timeline entrance, then hands the *same* tween to
* a ScrollTrigger that animates it out at the top and back in on scroll-up. An
* element off-screen at load is ScrollTrigger-driven from the start.
*/
export function useReveal(
ref: RefObject<HTMLElement | null>,
{ position, scrollOnly = false, once = false, debugId, makeReveal }: UseRevealOptions,
) {
const ctx = useGsapContext()
useGSAP(() => {
const el = ref.current
if (!el || !ctx) {
if (GSAP_DEBUG) console.log("[cv-debug][useReveal:skip]", { debugId, hasEl: !!el, hasCtx: !!ctx })
return
}
const scroller = nearestScroller(el)
const scrollerEl = scroller instanceof Element ? scroller : undefined
const rect = el.getBoundingClientRect()
let top = 0
let bottom = window.innerHeight
if (scrollerEl) {
const r = scrollerEl.getBoundingClientRect()
top = r.top
bottom = r.top + r.height
}
const isInView = rect.bottom > top && rect.top < bottom
if (GSAP_DEBUG) {
const scrollerRect = scrollerEl?.getBoundingClientRect()
console.log("[cv-debug][useReveal:register]", {
debugId,
position,
scrollOnly,
once,
isInView,
rect: { top: rect.top, bottom: rect.bottom, height: rect.height },
viewport: { top, bottom },
scroller:
scroller === window
? "window"
: {
slot: scrollerEl?.getAttribute("data-slot"),
className: scrollerEl?.className,
clientHeight: scrollerEl?.clientHeight,
scrollHeight: scrollerEl?.scrollHeight,
rect: scrollerRect ? { top: scrollerRect.top, bottom: scrollerRect.bottom, height: scrollerRect.height } : undefined,
},
})
}
const reveal = makeReveal(el)
// A reveal that animates height (pop-ups) shifts every trigger below it.
// Re-measure as it animates so positions track the real layout instead of
// only correcting at the very end. requestRefresh is throttled + deferred to
// the next frame, so this won't re-enter a ScrollTrigger callback.
reveal.eventCallback("onUpdate", () => ctx.requestRefresh())
reveal.pause()
const baseTrigger = {
trigger: el,
start: "top bottom",
end: "bottom top",
scroller: scrollerEl,
markers: GSAP_DEBUG,
id: GSAP_DEBUG ? debugId : undefined,
}
// Full behavior: in at the bottom, out at the top, and back on scroll-up.
const addReplayTrigger = () =>
ScrollTrigger.create({
...baseTrigger,
onEnter: () => reveal.play(),
onEnterBack: () => reveal.play(),
onLeave: () => reveal.reverse(),
onLeaveBack: () => reveal.reverse(),
})
if (isInView && !scrollOnly) {
// The shared timeline only decides *when* the entrance starts; the reveal
// plays independently so the ScrollTrigger can take it over afterwards.
if (GSAP_DEBUG) console.log("[cv-debug][useReveal:schedule]", { debugId, position })
ctx.schedule(() => reveal.play(), position)
// `once` elements keep their revealed state — no scroll trigger at all.
if (!once) {
if (GSAP_DEBUG) console.log("[cv-debug][useReveal:onReady]", { debugId })
ctx.onReady(addReplayTrigger)
}
} else if (isInView) {
// scrollOnly + already on screen: no enter crossing will fire, so reveal
// now. Keep a trigger for scroll-out unless this is a `once` element.
if (GSAP_DEBUG) console.log("[cv-debug][useReveal:play-now]", { debugId, position })
reveal.play()
if (!once) addReplayTrigger()
} else if (once) {
// Off-screen: reveal when first reached, then self-destruct so it never
// reverses.
if (GSAP_DEBUG) console.log("[cv-debug][useReveal:scroll-once]", { debugId, position })
ScrollTrigger.create({ ...baseTrigger, once: true, onEnter: () => reveal.play() })
} else {
if (GSAP_DEBUG) console.log("[cv-debug][useReveal:scroll-trigger-only]", { debugId, position })
addReplayTrigger()
}
}, { dependencies: [] })
}