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Glyph Map Card

An image redrawn as a living glyph map that shifts under the cursor.

Installation

CLI

npx shadcn@latest add https://hantui-theta.vercel.app/r/glyph-map-card.json

Manual

  1. Install the dependencies

    npm install clsx lucide-react motion radix-ui tailwind-merge
  2. Add the shared helpers

    Components use cn() from lib/utils.ts and the motion tokens below. See Installation if you have not set them up yet.

    lib/glyph/canvas-loop.ts
    /**
     * The render loop every glyph and dither canvas shares: sizes the canvas to its host at a capped
     * pixel ratio, runs only while the host is on screen, the tab is visible, nothing is paused and
     * the user hasn't asked for reduced motion, and otherwise keeps one up-to-date still frame.
     * Framework-free: start it in an effect and dispose it in the cleanup. Browser only.
     */
    
    export interface CanvasLoopFrame {
      /** Seconds since the previous frame (capped at 0.05), or 0 for a redraw without advancing. */
      dt: number;
      /** Seconds the loop has been running. */
      time: number;
      /** True under reduced motion: draw a calm, finished-looking frame. */
      still: boolean;
      /** Host size in CSS pixels. */
      width: number;
      height: number;
      /** Device pixel ratio of the canvas (capped). */
      dpr: number;
    }
    
    export interface CanvasLoopOptions {
      /** Element observed for size and visibility. */
      host: HTMLElement;
      /** Canvas sized to the host times the pixel ratio. */
      canvas: HTMLCanvasElement;
      /** Advance by `frame.dt` and draw. Called every animation frame while running, and with dt 0 after resizes and redraws. */
      render: (frame: CanvasLoopFrame) => void;
      /** Called after the canvas is resized, before it is redrawn. */
      resize?: (frame: CanvasLoopFrame) => void;
      /** Read before every frame; while it returns true the loop stops and the last frame stays. */
      isPaused?: () => boolean;
      /** Highest device pixel ratio used. @default 2 */
      maxDpr?: number;
      /** Margin around the viewport that still counts as on screen. @default "120px" */
      rootMargin?: string;
    }
    
    export interface CanvasLoop {
      /** Re-checks paused, visibility and reduced motion, and starts or stops the loop. Call it when props change. */
      wake(): void;
      /** Draws one frame without advancing (no-op while the loop is running, since the next frame will). */
      redraw(): void;
      /** Stops the loop and removes every observer and listener. */
      dispose(): void;
    }
    
    export function runCanvasLoop(options: CanvasLoopOptions): CanvasLoop {
      const { host, canvas, rootMargin = "120px" } = options;
      const reducedMotion = window.matchMedia("(prefers-reduced-motion: reduce)");
      let width = 0;
      let height = 0;
      let dpr = 1;
      let raf = 0;
      let last = 0;
      let time = 0;
      let inView = false;
      let disposed = false;
    
      const frame = (dt: number): CanvasLoopFrame => ({ dt, time, still: reducedMotion.matches, width, height, dpr });
      const shouldRun = () => !disposed && inView && !document.hidden && !reducedMotion.matches && !options.isPaused?.();
    
      const tick = (now: number) => {
        raf = 0;
        if (!shouldRun()) return;
        const dt = last ? Math.min(0.05, (now - last) / 1000) : 0;
        last = now;
        time += dt;
        options.render(frame(dt));
        raf = requestAnimationFrame(tick);
      };
    
      const wake = () => {
        if (disposed) return;
        if (shouldRun()) {
          if (!raf) {
            last = 0;
            raf = requestAnimationFrame(tick);
          }
          return;
        }
        if (raf) cancelAnimationFrame(raf);
        raf = 0;
      };
    
      const redraw = () => {
        if (!disposed && !raf && width > 0) options.render(frame(0));
      };
    
      const resize = () => {
        width = Math.max(1, host.clientWidth);
        height = Math.max(1, host.clientHeight);
        dpr = Math.min(window.devicePixelRatio || 1, options.maxDpr ?? 2);
        const w = Math.max(1, Math.round(width * dpr));
        const h = Math.max(1, Math.round(height * dpr));
        if (canvas.width !== w || canvas.height !== h) {
          canvas.width = w;
          canvas.height = h;
        }
        options.resize?.(frame(0));
        // Resizing clears the canvas, so repaint right away even while running.
        options.render(frame(0));
      };
    
      const resizeObserver = new ResizeObserver(resize);
      const intersection = new IntersectionObserver(
        ([entry]) => {
          inView = entry?.isIntersecting ?? true;
          wake();
        },
        { rootMargin },
      );
      const onVisibility = () => wake();
      const onMotionChange = () => {
        wake();
        redraw();
      };
    
      resize();
      resizeObserver.observe(host);
      intersection.observe(host);
      document.addEventListener("visibilitychange", onVisibility);
      reducedMotion.addEventListener("change", onMotionChange);
    
      return {
        wake,
        redraw,
        dispose() {
          disposed = true;
          if (raf) cancelAnimationFrame(raf);
          raf = 0;
          resizeObserver.disconnect();
          intersection.disconnect();
          document.removeEventListener("visibilitychange", onVisibility);
          reducedMotion.removeEventListener("change", onMotionChange);
        },
      };
    }
    lib/glyph/glyph-atlas.ts
    /**
     * Glyph sprite atlases: every glyph of a ramp is rendered once per color into one canvas, and
     * cells are blitted from it with `drawImage`. Drawing text per cell per frame (`fillText`) is far
     * slower, so glyph canvases never do it. Browser only.
     */
    
    export interface GlyphAtlasOptions {
      /** Glyphs to pre-render, e.g. `rampGlyphs("classic")`. Spaces are kept as empty sprites. */
      glyphs: readonly string[];
      /** One tint per color, as any color a canvas accepts. Resolve CSS variables first with `resolveCanvasColors`. */
      colors: readonly string[];
      /** Size of one square cell in CSS pixels. */
      cell: number;
      /** Device pixel ratio to render for, capped at 2. @default 1 */
      dpr?: number;
      /** Font stack. @default Geist Mono (`--font-geist-mono`), then system monospace */
      fontFamily?: string;
      /** Font weight. @default 500 */
      fontWeight?: number | string;
      /** Glyph size as a share of the cell. @default 0.8 */
      fontScale?: number;
      /** Largest scale a sprite will be drawn at, so enlarged glyphs stay sharp. @default 1 */
      maxScale?: number;
    }
    
    export interface GlyphAtlas {
      readonly canvas: HTMLCanvasElement;
      readonly glyphs: readonly string[];
      readonly colors: readonly string[];
      /** Cell size in CSS pixels. */
      readonly cell: number;
      /** Index of a glyph in the atlas, or -1. */
      index(glyph: string): number;
      /**
       * Blits a glyph in a color with its cell's top-left corner at (x, y), in the context's current
       * units (CSS pixels when the context is scaled by the device pixel ratio). `scale` grows it
       * around the cell center. Set `globalAlpha` on the context for faded glyphs.
       */
      draw(ctx: CanvasRenderingContext2D, glyph: number, color: number, x: number, y: number, scale?: number): void;
    }
    
    const FALLBACK_MONO = 'ui-monospace, SFMono-Regular, Menlo, Monaco, "Cascadia Mono", "Roboto Mono", monospace';
    const SHADES: Record<string, number> = { "░": 0.25, "▒": 0.5, "▓": 0.75, "█": 1 };
    const GUTTER = 1;
    const MAX_CACHED = 16;
    const cache = new Map<string, GlyphAtlas>();
    
    /** Geist Mono as set up by the site (`--font-geist-mono`), followed by system monospace fonts. */
    export function monoFontFamily(element: Element = document.documentElement): string {
      const geist = getComputedStyle(element).getPropertyValue("--font-geist-mono").trim();
      return geist ? `${geist}, ${FALLBACK_MONO}` : FALLBACK_MONO;
    }
    
    /**
     * Turns CSS colors a canvas can't parse (`var(--primary)`, `color-mix(…)`, `currentColor`) into
     * computed `rgb()` strings by styling a hidden probe inside `element`. Plain colors pass through.
     */
    export function resolveCanvasColors(colors: readonly string[], element: Element): string[] {
      let probe: HTMLSpanElement | null = null;
      const out = colors.map((color) => {
        if (!/var\(|color-mix\(|currentcolor/i.test(color)) return color;
        if (!probe) {
          probe = document.createElement("span");
          probe.style.display = "none";
          element.appendChild(probe);
        }
        probe.style.color = "";
        probe.style.color = color;
        return getComputedStyle(probe).color || color;
      });
      (probe as HTMLSpanElement | null)?.remove();
      return out;
    }
    
    const fontSpec = (options: GlyphAtlasOptions, size: number) =>
      `${options.fontWeight ?? 500} ${size}px ${options.fontFamily ?? FALLBACK_MONO}`;
    
    /** Resolves once the atlas font is loaded (or failed to load), so atlases built after it use the real face. */
    export async function loadGlyphFont(options: Pick<GlyphAtlasOptions, "glyphs" | "fontFamily" | "fontWeight">): Promise<void> {
      try {
        await document.fonts?.load(fontSpec({ ...options, colors: [], cell: 16 }, 16), options.glyphs.join("").replace(/\s/g, "") || "0");
      } catch {
        // A missing font falls back to the system monospace face.
      }
    }
    
    function createAtlas(options: GlyphAtlasOptions): GlyphAtlas {
      const { glyphs, colors, cell } = options;
      const dpr = Math.min(2, Math.max(1, options.dpr ?? 1));
      const sprite = Math.max(2, Math.ceil(cell * dpr * Math.max(1, options.maxScale ?? 1)));
      const stride = sprite + GUTTER * 2;
      const canvas = document.createElement("canvas");
      canvas.width = Math.max(1, glyphs.length * stride);
      canvas.height = Math.max(1, colors.length * stride);
      const ctx = canvas.getContext("2d");
      if (ctx) {
        ctx.font = fontSpec(options, Math.round(sprite * (options.fontScale ?? 0.8)));
        ctx.textAlign = "center";
        ctx.textBaseline = "middle";
        colors.forEach((color, row) => {
          ctx.fillStyle = color;
          glyphs.forEach((glyph, col) => {
            const x = col * stride + GUTTER;
            const y = row * stride + GUTTER;
            const shade = SHADES[glyph];
            if (shade === 1) ctx.fillRect(x, y, sprite, sprite);
            else if (shade) {
              // Shade blocks as crisp dot screens rather than whatever the font draws.
              const dots = 4;
              const size = sprite / dots;
              for (let dy = 0; dy < dots; dy++) {
                for (let dx = 0; dx < dots; dx++) {
                  const on = shade === 0.5 ? (dx + dy) % 2 === 0 : shade === 0.25 ? dx % 2 === 0 && dy % 2 === 0 : !(dx % 2 === 1 && dy % 2 === 1);
                  if (on) ctx.fillRect(x + dx * size, y + dy * size, Math.ceil(size), Math.ceil(size));
                }
              }
            } else if (glyph.trim()) ctx.fillText(glyph, x + sprite / 2, y + sprite / 2 + sprite * 0.04);
          });
        });
      }
      const lookup = new Map(glyphs.map((g, i) => [g, i]));
      return {
        canvas,
        glyphs,
        colors,
        cell,
        index: (glyph) => lookup.get(glyph) ?? -1,
        draw(target, glyph, color, x, y, scale = 1) {
          if (glyph < 0 || color < 0 || glyph >= glyphs.length || color >= colors.length) return;
          const size = cell * scale;
          const offset = (size - cell) / 2;
          target.drawImage(canvas, glyph * stride + GUTTER, color * stride + GUTTER, sprite, sprite, x - offset, y - offset, size, size);
        },
      };
    }
    
    /**
     * Returns a glyph atlas for these options, building it on first use. Atlases are shared between
     * components with identical options. Once the font has loaded, the next call builds a fresh atlas
     * with the real face instead of reusing one drawn with the fallback.
     */
    export function getGlyphAtlas(options: GlyphAtlasOptions): GlyphAtlas {
      const dpr = Math.min(2, Math.max(1, options.dpr ?? 1));
      const fontReady = typeof document === "undefined" || !document.fonts ? true : document.fonts.check(fontSpec(options, 16));
      const key = [options.glyphs.join(""), options.colors.join("|"), options.cell, dpr, options.fontFamily, options.fontWeight, options.fontScale, options.maxScale, fontReady].join("§");
      const hit = cache.get(key);
      if (hit) {
        cache.delete(key);
        cache.set(key, hit);
        return hit;
      }
      const atlas = createAtlas({ ...options, dpr });
      cache.set(key, atlas);
      while (cache.size > MAX_CACHED) cache.delete(cache.keys().next().value as string);
      return atlas;
    }
    lib/glyph/ramp.ts
    /**
     * Glyph ramps: characters ordered from sparse (light, index 0) to dense (dark, last index).
     * Index 0 is usually a space, so the brightest areas of an image stay empty.
     */
    export const GLYPH_RAMPS = {
      /** The classic ASCII ramp. */
      classic: " .:-=+*#%@",
      /** Binary digits only: empty, then 1, then 0 for the darkest areas. */
      binary: " 10",
      /** Shade blocks. */
      blocks: " ░▒▓█",
      /** Dots that grow. */
      dots: " ·•●",
    } as const;
    
    export type GlyphRampName = keyof typeof GLYPH_RAMPS;
    
    /** A built-in ramp name or your own string of glyphs, sparse to dense. */
    export type GlyphRamp = GlyphRampName | (string & {});
    
    /** The glyphs of a ramp as an array (handles characters outside the BMP). Unknown names are used as literal glyphs. */
    export function rampGlyphs(ramp: GlyphRamp): string[] {
      const source = ramp in GLYPH_RAMPS ? GLYPH_RAMPS[ramp as GlyphRampName] : ramp;
      const glyphs = Array.from(source);
      return glyphs.length ? glyphs : Array.from(GLYPH_RAMPS.classic);
    }
    
    /**
     * Index of the glyph for a luminance (0 = black, 1 = white) in a ramp of `count` glyphs.
     * Dark values pick dense glyphs (high indices), bright values sparse ones.
     */
    export function glyphIndex(luminance: number, count: number): number {
      const darkness = 1 - Math.min(1, Math.max(0, luminance));
      return Math.min(count - 1, Math.floor(darkness * count));
    }
    
    /** The glyph for a luminance (0 = black, 1 = white): dense glyphs for dark areas, sparse ones for bright areas. */
    export function pickGlyph(luminance: number, ramp: GlyphRamp = "classic"): string {
      const glyphs = rampGlyphs(ramp);
      return glyphs[glyphIndex(luminance, glyphs.length)];
    }
    lib/glyph/sample-image.ts
    /**
     * Image sampling for glyph art: an image is downsampled so each glyph cell gets one pixel, and
     * each cell's luminance and alpha are read back. Browser only.
     */
    
    /** One value per glyph cell, row by row. */
    export interface GlyphSample {
      cols: number;
      rows: number;
      /** Perceived brightness per cell, 0 (black) to 1 (white). */
      luminance: Float32Array;
      /** Opacity per cell, 0 (transparent, or outside the image under `contain`) to 1. */
      alpha: Float32Array;
    }
    
    /** How the image maps onto the grid: crop to fill it, fit inside it, or stretch. */
    export type SampleFit = "cover" | "contain" | "fill";
    
    const MAX_CACHED = 48;
    const images = new Map<string, Promise<HTMLImageElement>>();
    const samples = new Map<string, Promise<GlyphSample>>();
    
    /** Loads an image once per `src` and resolves when it can be drawn. */
    export function loadImage(src: string): Promise<HTMLImageElement> {
      let pending = images.get(src);
      if (!pending) {
        pending = new Promise<HTMLImageElement>((resolve, reject) => {
          const image = new Image();
          image.decoding = "async";
          // Same-origin images are unaffected; cross-origin ones must send CORS headers to be readable.
          image.crossOrigin = "anonymous";
          image.onload = () => resolve(image);
          image.onerror = () => reject(new Error(`Could not load image: ${src}`));
          image.src = src;
        });
        pending.catch(() => images.delete(src));
        images.set(src, pending);
      }
      return pending;
    }
    
    function makeCanvas(width: number, height: number) {
      const canvas = document.createElement("canvas");
      canvas.width = width;
      canvas.height = height;
      const ctx = canvas.getContext("2d", { willReadFrequently: true });
      if (!ctx) throw new Error("2D canvas is unavailable");
      ctx.imageSmoothingEnabled = true;
      ctx.imageSmoothingQuality = "high";
      return { canvas, ctx };
    }
    
    /**
     * Samples an already loaded source (image, canvas, video frame) into a `cols × rows` grid.
     * Large sources are halved step by step first, so every cell averages its whole area.
     */
    export function sampleSource(
      source: CanvasImageSource,
      sourceWidth: number,
      sourceHeight: number,
      cols: number,
      rows: number,
      fit: SampleFit = "cover",
    ): GlyphSample {
      const width = Math.max(1, Math.round(cols));
      const height = Math.max(1, Math.round(rows));
      const sourceAspect = sourceWidth / Math.max(1, sourceHeight);
      const gridAspect = width / height;
    
      // Source crop (cover) and destination rect (contain) in grid cells.
      let sx = 0;
      let sy = 0;
      let sw = sourceWidth;
      let sh = sourceHeight;
      let dx = 0;
      let dy = 0;
      let dw = width;
      let dh = height;
      if (fit === "cover") {
        if (sourceAspect > gridAspect) {
          sw = sourceHeight * gridAspect;
          sx = (sourceWidth - sw) / 2;
        } else {
          sh = sourceWidth / gridAspect;
          sy = (sourceHeight - sh) / 2;
        }
      } else if (fit === "contain") {
        if (sourceAspect > gridAspect) {
          dh = Math.max(1, Math.round(width / sourceAspect));
          dy = Math.floor((height - dh) / 2);
        } else {
          dw = Math.max(1, Math.round(height * sourceAspect));
          dx = Math.floor((width - dw) / 2);
        }
      }
    
      let current: CanvasImageSource = source;
      while (sw > dw * 2 && sh > dh * 2) {
        const nw = Math.max(dw, Math.ceil(sw / 2));
        const nh = Math.max(dh, Math.ceil(sh / 2));
        const step = makeCanvas(nw, nh);
        step.ctx.drawImage(current, sx, sy, sw, sh, 0, 0, nw, nh);
        current = step.canvas;
        sx = 0;
        sy = 0;
        sw = nw;
        sh = nh;
      }
    
      const out = makeCanvas(width, height);
      out.ctx.drawImage(current, sx, sy, sw, sh, dx, dy, dw, dh);
      const { data } = out.ctx.getImageData(0, 0, width, height);
      const luminance = new Float32Array(width * height);
      const alpha = new Float32Array(width * height);
      for (let i = 0; i < width * height; i++) {
        const o = i * 4;
        luminance[i] = (0.299 * data[o] + 0.587 * data[o + 1] + 0.114 * data[o + 2]) / 255;
        alpha[i] = data[o + 3] / 255;
      }
      return { cols: width, rows: height, luminance, alpha };
    }
    
    /**
     * Loads `src` and samples it into a `cols × rows` grid (one pixel per glyph cell). Results are
     * cached per source and grid size, so cards that share an image and cell size sample it once.
     */
    export function sampleImage(src: string, cols: number, rows: number, fit: SampleFit = "cover"): Promise<GlyphSample> {
      const key = `${src}|${Math.round(cols)}x${Math.round(rows)}|${fit}`;
      const cached = samples.get(key);
      if (cached) {
        // Refresh its place in the LRU order.
        samples.delete(key);
        samples.set(key, cached);
        return cached;
      }
      const pending = loadImage(src).then((image) => sampleSource(image, image.naturalWidth, image.naturalHeight, cols, rows, fit));
      pending.catch(() => samples.delete(key));
      samples.set(key, pending);
      while (samples.size > MAX_CACHED) samples.delete(samples.keys().next().value as string);
      return pending;
    }
    lib/motion.ts
    import type { Transition, Variants } from "motion/react";
    
    /** Durations in seconds. */
    export const duration = {
      instant: 0.1,
      quick: 0.18,
      base: 0.28,
      slow: 0.45,
    } as const;
    
    /** Cubic-bezier curves. */
    export const ease = {
      /** Entering, UI response. */
      out: [0.22, 1, 0.36, 1],
      /** Moving on screen. */
      inOut: [0.65, 0, 0.35, 1],
      /** Sheets and the mobile menu. */
      drawer: [0.32, 0.72, 0, 1],
    } as const;
    
    /** Everyday UI: presses, icon swaps, popovers and modals. Exits run at `exitFactor` of the enter. */
    export const ui = {
      press: { scale: 0.96, duration: 0.12 },
      icon: { type: "spring", duration: 0.3, bounce: 0 },
      popover: { duration: 0.18, ease: ease.out },
      modal: { duration: 0.24, ease: ease.out },
      exitFactor: 0.6,
    } as const;
    
    /** Once-per-visit motion on the landing page: hero letters, the reel and the afterimage. */
    export const kinetic = {
      heroLetter: { duration: 0.6, ease: ease.out },
      /** Delay per letter, eased so the wave slows toward the end. */
      heroStep: 0.035,
      reelSwap: { type: "spring", duration: 0.5, bounce: 0.1 },
      /** Two afterimages: lag in seconds and opacity of each. */
      ghost: { lag: [0.04, 0.09], opacity: [0.14, 0.06] },
    } as const;
    
    /** Spring presets. */
    export const spring = {
      snappy: { type: "spring", stiffness: 500, damping: 30 },
      smooth: { type: "spring", stiffness: 260, damping: 26 },
      bouncy: { type: "spring", stiffness: 300, damping: 15 },
    } as const satisfies Record<string, Transition>;
    
    /** Stagger between siblings, in seconds (0.03–0.06). */
    export const stagger = {
      tight: 0.03,
      base: 0.045,
      loose: 0.06,
    } as const;
    
    /** Blur + fade + y-offset. Falls back to a plain fade under reduced motion. */
    export function enterVariants(reduceMotion?: boolean | null, y = 8): Variants {
      if (reduceMotion) {
        return {
          hidden: { opacity: 0 },
          visible: { opacity: 1, transition: { duration: duration.base } },
          exit: { opacity: 0, transition: { duration: duration.quick } },
        };
      }
      return {
        hidden: { opacity: 0, y, filter: "blur(4px)" },
        visible: {
          opacity: 1,
          y: 0,
          filter: "blur(0px)",
          transition: { duration: duration.base, ease: ease.out },
        },
        exit: {
          opacity: 0,
          y: -y / 2,
          filter: "blur(4px)",
          transition: { duration: duration.quick, ease: ease.out },
        },
      };
    }
    
    /** Scale 0.96 → 1 for popovers, menus and dialogs. */
    export function overlayVariants(reduceMotion?: boolean | null): Variants {
      if (reduceMotion) {
        return {
          hidden: { opacity: 0 },
          visible: { opacity: 1, transition: { duration: duration.quick } },
          exit: { opacity: 0, transition: { duration: duration.instant } },
        };
      }
      return {
        hidden: { opacity: 0, scale: 0.96, filter: "blur(2px)" },
        visible: {
          opacity: 1,
          scale: 1,
          filter: "blur(0px)",
          transition: { duration: duration.quick, ease: ease.out },
        },
        exit: {
          opacity: 0,
          scale: 0.96,
          filter: "blur(2px)",
          transition: { duration: duration.instant + 0.02, ease: ease.out },
        },
      };
    }
    
    /** Parent variants that stagger their children in. */
    export function staggerVariants(gap: number = stagger.base, delayChildren = 0): Variants {
      return {
        hidden: {},
        visible: { transition: { staggerChildren: gap, delayChildren } },
        exit: { transition: { staggerChildren: gap / 2, staggerDirection: -1 } },
      };
    }
  3. Copy the source

    components/ui/glyph-map-card/glyph-map-card.tsx
    "use client";
    
    import { useEffect, useId, useRef, useState, type ComponentProps, type CSSProperties } from "react";
    import { AnimatePresence, motion, useReducedMotion } from "motion/react";
    import { Dialog } from "radix-ui";
    import { Check, MapPin, Maximize2, Plus, X } from "lucide-react";
    import { cn } from "@/lib/utils";
    import { duration, ease } from "@/lib/motion";
    import { runCanvasLoop, type CanvasLoop } from "@/lib/glyph/canvas-loop";
    import { getGlyphAtlas, loadGlyphFont, monoFontFamily, type GlyphAtlas } from "@/lib/glyph/glyph-atlas";
    import { rampGlyphs } from "@/lib/glyph/ramp";
    import { sampleImage, sampleSource, type GlyphSample } from "@/lib/glyph/sample-image";
    
    export type GlyphMapTone = "green" | "indigo" | "ember" | "mono";
    export type GlyphMapRamp = "classic" | "binary" | "blocks";
    
    export interface GlyphMapWatcher {
      /** Used for the avatar's alt text and initials. */
      name: string;
      /** Avatar image. Without it, initials are shown. */
      image?: string;
    }
    
    export interface GlyphMapCardProps extends Omit<ComponentProps<"div">, "title" | "children"> {
      /** Image redrawn as glyphs (any size; it is cropped to fill). Without it, a built-in sphere study is used. */
      image?: string;
      /** Describes the image for screen readers; also the default caption in the expanded view. */
      imageAlt?: string;
      /** Card title, set in a serif display face. @default "Quiet Orbit" */
      title?: string;
      /** Short description under the title. */
      description?: string;
      /** Small label at the top of the colored panel. @default "Stock Card" */
      label?: string;
      /** Place shown with a pin icon. */
      location?: string;
      /** Avatars of people watching (up to 3 are shown) and the total count. */
      watchers?: { people: GlyphMapWatcher[]; total: number };
      /** Color of the glyphs and the panel. @default "indigo" */
      tone?: GlyphMapTone;
      /** Glyph ramp: classic ASCII, binary digits or shade blocks. @default "classic" */
      ramp?: GlyphMapRamp;
      /** Glyph cell size in px. @default 9 */
      cell?: number;
      /** Controlled "added" state of the Add card button. */
      added?: boolean;
      /** Initial "added" state when uncontrolled. @default false */
      defaultAdded?: boolean;
      /** Called with the new state when Add card is pressed. */
      onAdd?: (added: boolean) => void;
      /** Called when the expanded view opens or closes. */
      onExpand?: (expanded: boolean) => void;
      /** Caption under the glyph map in the expanded view. @default imageAlt */
      caption?: string;
    }
    
    interface ToneColors {
      ground: string;
      ink: string;
      soft: string;
      hot: string;
      panel: string;
      panelFg: string;
      panelMuted: string;
    }
    
    const TONES: Record<GlyphMapTone, ToneColors> = {
      green: { ground: "#eaf5ee", ink: "#17663f", soft: "#86bf9c", hot: "#1f9d55", panel: "#17663f", panelFg: "#f2fbf5", panelMuted: "#cfe9da" },
      indigo: { ground: "#edf0ff", ink: "#2b3fcf", soft: "#9ba7f3", hot: "#4d68ff", panel: "#2b3fcf", panelFg: "#f5f6ff", panelMuted: "#d3d9ff" },
      ember: { ground: "#fff1e8", ink: "#a3320a", soft: "#f0a47e", hot: "#ee6316", panel: "#a3320a", panelFg: "#fff7f2", panelMuted: "#ffd9c4" },
      mono: { ground: "#f4f4f5", ink: "#18181b", soft: "#a1a1aa", hot: "#52525b", panel: "#18181b", panelFg: "#fafafa", panelMuted: "#d4d4d8" },
    };
    
    const SERIF = "[font-family:var(--font-geist-serif),ui-serif,Georgia,'Times_New_Roman',serif]";
    const MORPH = { type: "spring", stiffness: 300, damping: 32 } as const;
    
    /* ------------------------------------------------------------------ default art */
    
    let defaultArt: HTMLCanvasElement | null = null;
    
    /** A shaded sphere with a ring and a moon, drawn once: the image used when none is given. */
    function getDefaultArt() {
      if (defaultArt) return defaultArt;
      const canvas = document.createElement("canvas");
      canvas.width = 500;
      canvas.height = 400;
      const ctx = canvas.getContext("2d");
      if (ctx) {
        ctx.fillStyle = "#ffffff";
        ctx.fillRect(0, 0, 500, 400);
        const ring = (front: boolean) => {
          ctx.save();
          ctx.translate(250, 205);
          ctx.rotate(-0.32);
          ctx.beginPath();
          ctx.ellipse(0, 0, 205, 52, 0, front ? 0 : Math.PI, front ? Math.PI : Math.PI * 2);
          ctx.lineWidth = 22;
          ctx.strokeStyle = front ? "#3a3a3a" : "#8a8a8a";
          ctx.stroke();
          ctx.restore();
        };
        ring(false);
        // Mostly mid to dark so the whole sphere fills with glyphs, lighter toward the top left.
        const sphere = ctx.createRadialGradient(205, 160, 10, 240, 200, 150);
        sphere.addColorStop(0, "#9c9c9c");
        sphere.addColorStop(0.5, "#4c4c4c");
        sphere.addColorStop(1, "#0d0d0d");
        ctx.fillStyle = sphere;
        ctx.beginPath();
        ctx.arc(250, 205, 122, 0, Math.PI * 2);
        ctx.fill();
        ring(true);
        const moon = ctx.createRadialGradient(410, 80, 2, 420, 90, 34);
        moon.addColorStop(0, "#d8d8d8");
        moon.addColorStop(1, "#262626");
        ctx.fillStyle = moon;
        ctx.beginPath();
        ctx.arc(420, 90, 30, 0, Math.PI * 2);
        ctx.fill();
        ctx.fillStyle = "#555555";
        for (const [x, y, r] of [[60, 70, 4], [110, 320, 3], [440, 300, 5], [80, 220, 2.5], [330, 40, 3]]) {
          ctx.beginPath();
          ctx.arc(x, y, r, 0, Math.PI * 2);
          ctx.fill();
        }
      }
      defaultArt = canvas;
      return canvas;
    }
    
    /* ------------------------------------------------------------------ glyph field */
    
    const hash = (n: number) => {
      let h = Math.imul(n | 0, 2654435761) ^ 0x9e3779b9;
      h = Math.imul(h ^ (h >>> 15), 2246822507);
      return ((h ^ (h >>> 13)) >>> 0) / 4294967296;
    };
    
    interface GlyphFieldProps {
      image?: string;
      colors: ToneColors;
      ramp: GlyphMapRamp;
      cell: number;
      className?: string;
      style?: CSSProperties;
    }
    
    /**
     * The live glyph map: one canvas, glyphs blitted from a shared atlas. Cells re-roll toward
     * neighboring densities over time; near the pointer they heat up, scramble, grow and push
     * outward, then cool and settle back.
     */
    function GlyphField({ image, colors, ramp, cell, className, style }: GlyphFieldProps) {
      const hostRef = useRef<HTMLDivElement>(null);
      const canvasRef = useRef<HTMLCanvasElement>(null);
      const { ink, soft, hot } = colors;
    
      useEffect(() => {
        const host = hostRef.current;
        const canvas = canvasRef.current;
        const ctx = canvas?.getContext("2d");
        if (!host || !canvas || !ctx) return;
    
        const glyphs = rampGlyphs(ramp);
        const count = glyphs.length;
        const fontFamily = monoFontFamily(host);
        let atlas: GlyphAtlas | null = null;
        let sample: GlyphSample | null = null;
        let cols = 0;
        let rows = 0;
        let ox = 0;
        let oy = 0;
        let dpr = 1;
        let base = new Uint8Array(0);
        let current = new Uint8Array(0);
        let heat = new Float32Array(0);
        let timer = new Float32Array(0);
        let alpha = new Float32Array(0);
        let lastDraw = -1;
        let rolls = 0;
        let disposed = false;
        let loop: CanvasLoop | null = null;
        const pointer = { x: 0, y: 0, tx: 0, ty: 0, strength: 0, inside: false };
    
        const buildAtlas = () => {
          atlas = getGlyphAtlas({ glyphs, colors: [ink, soft, hot], cell, dpr, fontFamily, fontWeight: 500, fontScale: 0.92, maxScale: 1.6 });
        };
    
        /** Darkness per cell from the sample, with a little contrast and a floor so pale ground stays empty. */
        const applySample = (next: GlyphSample) => {
          if (next.cols !== cols || next.rows !== rows) return;
          sample = next;
          for (let i = 0; i < cols * rows; i++) {
            const dark = Math.min(1, Math.max(0, ((1 - next.luminance[i] - 0.5) * 1.15 + 0.5 - 0.1) / 0.9));
            const level = next.alpha[i] < 0.05 ? 0 : Math.min(count - 1, Math.floor(dark * count));
            base[i] = level;
            current[i] = level;
            alpha[i] = next.alpha[i];
            timer[i] = 0.5 + hash(i * 7 + 3) * 4;
          }
          lastDraw = -1;
          // During the first resize the loop isn't assigned yet; it renders right after anyway.
          loop?.redraw();
          canvas.style.opacity = "1";
        };
    
        const resample = () => {
          if (!cols || !rows) return;
          if (!image) return applySample(sampleSource(getDefaultArt(), 500, 400, cols, rows, "cover"));
          const want = { cols, rows };
          sampleImage(image, cols, rows, "cover")
            .then((next) => {
              if (!disposed && want.cols === cols && want.rows === rows) applySample(next);
            })
            .catch(() => {
              // An image that fails to load leaves the tinted ground on its own.
            });
        };
    
        const reroll = (i: number) => {
          rolls++;
          const b = base[i];
          const r = hash(i * 131 + rolls * 977);
          if (heat[i] > 0.3) {
            // Scrambling: any non-empty glyph.
            current[i] = 1 + Math.floor(r * (count - 1));
            return;
          }
          if (b === 0) {
            // Pale cells mostly stay empty, with the odd faint sparkle (rarer when the lightest glyph is heavy).
            current[i] = r < (count > 3 ? 0.035 : 0.012) ? 1 : 0;
            return;
          }
          // Drift to a neighboring density, leaning back toward the true one.
          current[i] = r < 0.55 ? b : Math.max(1, Math.min(count - 1, b + (r < 0.78 ? -1 : 1)));
        };
    
        const draw = () => {
          ctx.setTransform(1, 0, 0, 1, 0, 0);
          ctx.clearRect(0, 0, canvas.width, canvas.height);
          if (!atlas || !sample) return;
          ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
          ctx.imageSmoothingEnabled = true;
          const radius = Math.max(56, cell * 7);
          let faded = false;
          for (let y = 0; y < rows; y++) {
            for (let x = 0; x < cols; x++) {
              const i = y * cols + x;
              const g = current[i];
              if (g === 0) continue;
              const h = heat[i];
              let px = ox + x * cell;
              let py = oy + y * cell;
              if (h > 0.01) {
                const dx = px + cell / 2 - pointer.x;
                const dy = py + cell / 2 - pointer.y;
                const d = Math.hypot(dx, dy) || 1;
                const push = h * cell * 1.9 * Math.min(1, d / (radius * 0.3));
                px += (dx / d) * push;
                py += (dy / d) * push;
              }
              const a = alpha[i];
              if (a < 0.98) {
                ctx.globalAlpha = a;
                faded = true;
              } else if (faded) {
                ctx.globalAlpha = 1;
                faded = false;
              }
              const color = h > 0.45 ? 2 : g >= count / 2 ? 0 : 1;
              atlas.draw(ctx, g, color, px, py, 1 + h * 0.55);
            }
          }
          ctx.globalAlpha = 1;
        };
    
        loop = runCanvasLoop({
          host,
          canvas,
          resize: (frame) => {
            dpr = frame.dpr;
            buildAtlas();
            const nextCols = Math.max(1, Math.floor(frame.width / cell));
            const nextRows = Math.max(1, Math.floor(frame.height / cell));
            ox = (frame.width - nextCols * cell) / 2;
            oy = (frame.height - nextRows * cell) / 2;
            if (nextCols !== cols || nextRows !== rows) {
              cols = nextCols;
              rows = nextRows;
              const n = cols * rows;
              base = new Uint8Array(n);
              current = new Uint8Array(n);
              heat = new Float32Array(n);
              timer = new Float32Array(n);
              alpha = new Float32Array(n);
              sample = null;
              resample();
            }
          },
          render: ({ dt, time, still }) => {
            if (still || !sample) {
              // Reduced motion (or nothing to animate yet): the true glyphs, still.
              if (sample) {
                current.set(base);
                heat.fill(0);
              }
              draw();
              return;
            }
            const k = 1 - Math.exp(-dt * 10);
            pointer.x += (pointer.tx - pointer.x) * k;
            pointer.y += (pointer.ty - pointer.y) * k;
            pointer.strength += ((pointer.inside ? 1 : 0) - pointer.strength) * (1 - Math.exp(-dt * (pointer.inside ? 8 : 2.5)));
            const radius = Math.max(56, cell * 7);
            const cool = Math.exp(-dt * 2.2);
            let hottest = 0;
            for (let y = 0; y < rows; y++) {
              for (let x = 0; x < cols; x++) {
                const i = y * cols + x;
                let target = 0;
                if (pointer.strength > 0.01) {
                  const d = Math.hypot(ox + x * cell + cell / 2 - pointer.x, oy + y * cell + cell / 2 - pointer.y);
                  if (d < radius) target = pointer.strength * (1 - d / radius) ** 2;
                }
                heat[i] = target > heat[i] ? heat[i] + (target - heat[i]) * Math.min(1, dt * 14) : heat[i] * cool;
                if (heat[i] < 0.002) heat[i] = 0;
                hottest = Math.max(hottest, heat[i]);
                timer[i] -= dt * (1 + heat[i] * 40);
                if (timer[i] <= 0) {
                  reroll(i);
                  timer[i] = heat[i] > 0.3 ? 0.04 + hash(i + rolls) * 0.08 : 1.4 + hash(i * 3 + rolls) * 3.6;
                }
              }
            }
            // Idle shimmer only needs ~16 fps; the pointer gets every frame.
            if (hottest < 0.01 && lastDraw >= 0 && time - lastDraw < 1 / 16) return;
            lastDraw = time;
            draw();
          },
        });
    
        const local = (event: PointerEvent) => {
          const rect = host.getBoundingClientRect();
          // Divide by the rendered scale so pointer math holds inside scaled (animating) parents.
          const sx = rect.width / (host.clientWidth || 1) || 1;
          const sy = rect.height / (host.clientHeight || 1) || 1;
          return { x: (event.clientX - rect.left) / sx, y: (event.clientY - rect.top) / sy };
        };
        const onMove = (event: PointerEvent) => {
          const p = local(event);
          if (!pointer.inside && pointer.strength < 0.05) {
            pointer.x = p.x;
            pointer.y = p.y;
          }
          pointer.tx = p.x;
          pointer.ty = p.y;
          pointer.inside = true;
          loop?.wake();
        };
        const onLeave = () => {
          pointer.inside = false;
        };
        host.addEventListener("pointermove", onMove);
        host.addEventListener("pointerdown", onMove);
        host.addEventListener("pointerleave", onLeave);
        host.addEventListener("pointercancel", onLeave);
    
        // Rebuild the atlas with Geist Mono once it has loaded.
        loadGlyphFont({ glyphs, fontFamily }).then(() => {
          if (disposed) return;
          buildAtlas();
          lastDraw = -1;
          loop?.redraw();
        });
    
        return () => {
          disposed = true;
          loop?.dispose();
          host.removeEventListener("pointermove", onMove);
          host.removeEventListener("pointerdown", onMove);
          host.removeEventListener("pointerleave", onLeave);
          host.removeEventListener("pointercancel", onLeave);
        };
      }, [image, ramp, cell, ink, soft, hot]);
    
      return (
        <div ref={hostRef} className={cn("relative overflow-hidden", className)} style={{ background: colors.ground, ...style }}>
          <canvas ref={canvasRef} aria-hidden="true" className="absolute inset-0 size-full opacity-0 transition-opacity duration-500" />
        </div>
      );
    }
    
    /* ------------------------------------------------------------------ pieces */
    
    const initials = (name: string) =>
      name
        .split(/\s+/)
        .map((w) => w[0])
        .slice(0, 2)
        .join("")
        .toUpperCase();
    
    function Watchers({ watchers, colors }: { watchers: NonNullable<GlyphMapCardProps["watchers"]>; colors: ToneColors }) {
      const shown = watchers.people.slice(0, 3);
      const more = Math.max(0, watchers.total - shown.length);
      return (
        <div className="flex min-w-0 items-center gap-2.5">
          <div className="flex shrink-0 -space-x-2">
            {shown.map((person) =>
              person.image ? (
                // eslint-disable-next-line @next/next/no-img-element -- plain img keeps the component framework-agnostic
                <img
                  key={person.name}
                  src={person.image}
                  alt={person.name}
                  className="size-6 rounded-full object-cover ring-2"
                  style={{ ["--tw-ring-color" as string]: colors.panel }}
                />
              ) : (
                <span
                  key={person.name}
                  role="img"
                  aria-label={person.name}
                  className="flex size-6 items-center justify-center rounded-full text-[9px] font-semibold ring-2"
                  style={{ background: colors.panelMuted, color: colors.panel, ["--tw-ring-color" as string]: colors.panel }}
                >
                  {initials(person.name)}
                </span>
              ),
            )}
          </div>
          <p className="truncate text-[12.5px]" style={{ color: colors.panelMuted }}>
            {more > 0 ? (
              <>
                +{more}
                {/* The long form only where it fits beside the Expand button. */}
                <span className="hidden @[21.75rem]/card:inline"> more are</span> watching
              </>
            ) : (
              `${watchers.total} watching`
            )}
          </p>
        </div>
      );
    }
    
    function AddButton({ added, onToggle, colors, className }: { added: boolean; onToggle: () => void; colors: ToneColors; className?: string }) {
      const reduceMotion = useReducedMotion();
      return (
        <button
          type="button"
          aria-pressed={added}
          onClick={onToggle}
          className={cn(
            "inline-flex h-8 shrink-0 cursor-pointer items-center gap-1.5 rounded-full px-3 text-[12.5px] font-medium outline-none transition-[transform,background-color] active:scale-[0.97] focus-visible:ring-2 focus-visible:ring-white/80 focus-visible:ring-offset-2",
            className,
          )}
          style={{ background: colors.panelFg, color: colors.panel, ["--tw-ring-offset-color" as string]: colors.panel }}
        >
          <span className="relative inline-flex size-3.5 items-center justify-center" aria-hidden="true">
            <AnimatePresence initial={false} mode="popLayout">
              <motion.span
                key={added ? "check" : "plus"}
                initial={reduceMotion ? { opacity: 0 } : { opacity: 0, scale: 0.4, rotate: added ? -90 : 90 }}
                animate={{ opacity: 1, scale: 1, rotate: 0 }}
                exit={reduceMotion ? { opacity: 0 } : { opacity: 0, scale: 0.4, rotate: added ? 90 : -90 }}
                transition={{ duration: duration.quick, ease: ease.out }}
                className="absolute inset-0 flex items-center justify-center"
              >
                {added ? <Check className="size-3.5" strokeWidth={2.5} /> : <Plus className="size-3.5" strokeWidth={2.5} />}
              </motion.span>
            </AnimatePresence>
          </span>
          {added ? "Added" : "Add card"}
        </button>
      );
    }
    
    /* ------------------------------------------------------------------ card */
    
    /**
     * An image redrawn as a living glyph map in a rounded card: glyphs gently re-roll, and near the
     * pointer they scramble, grow and push outward before settling. Below sits a colored panel with a
     * label, an Add card toggle, a serif title, description, location, watchers and an Expand button
     * that opens a larger view.
     */
    export function GlyphMapCard({
      image,
      imageAlt,
      title = "Quiet Orbit",
      description = "A shaded sphere and its ring, redrawn in glyphs that shift as you move.",
      label = "Stock Card",
      location,
      watchers,
      tone = "indigo",
      ramp = "classic",
      cell = 9,
      added,
      defaultAdded = false,
      onAdd,
      onExpand,
      caption,
      className,
      style,
      ...props
    }: GlyphMapCardProps) {
      const reduceMotion = useReducedMotion();
      const id = useId();
      const colors = TONES[tone] ?? TONES.indigo;
      const [addedState, setAddedState] = useState(defaultAdded);
      const isAdded = added ?? addedState;
      const [open, setOpen] = useState(false);
      const [spacer, setSpacer] = useState(0);
      const cardRef = useRef<HTMLDivElement>(null);
      const expandRef = useRef<HTMLButtonElement>(null);
      const morph = reduceMotion ? { duration: 0 } : MORPH;
      const alt = imageAlt ?? (image ? `${title}, drawn in glyphs` : "A ringed sphere and a small moon, drawn in glyphs");
    
      const toggleAdd = () => {
        const next = !isAdded;
        if (added === undefined) setAddedState(next);
        onAdd?.(next);
      };
    
      const setExpanded = (next: boolean) => {
        if (next) setSpacer(cardRef.current?.offsetHeight ?? 0);
        setOpen(next);
        onExpand?.(next);
      };
    
      const panelHead = (
        <div className="flex items-center justify-between gap-3">
          <span
            className="inline-flex h-6 items-center rounded-full px-2.5 font-mono text-[10.5px] tracking-[0.08em] uppercase"
            style={{ background: "rgb(255 255 255 / 0.14)", color: colors.panelFg }}
          >
            {label}
          </span>
          <AddButton added={isAdded} onToggle={toggleAdd} colors={colors} />
        </div>
      );
    
      const locationRow = location ? (
        <p className="flex items-center gap-1.5 text-[12.5px]" style={{ color: colors.panelMuted }}>
          <MapPin className="size-3.5 shrink-0" aria-hidden="true" />
          <span className="truncate">{location}</span>
        </p>
      ) : null;
    
      return (
        <div className={cn("relative w-full max-w-[23rem]", className)} style={style} {...props}>
          {open ? (
            <div aria-hidden="true" style={{ height: spacer }} />
          ) : (
            <motion.div
              ref={cardRef}
              layoutId={`${id}-card`}
              transition={morph}
              style={{ borderRadius: 26, background: colors.panel }}
              className="@container/card relative overflow-hidden shadow-[0_1px_2px_rgb(0_0_0/0.06),0_12px_32px_-12px_rgb(0_0_0/0.25)]"
            >
              <motion.div layoutId={`${id}-map`} transition={morph} role="img" aria-label={alt} className="relative">
                <GlyphField image={image} colors={colors} ramp={ramp} cell={cell} className="aspect-[5/4] w-full" />
              </motion.div>
              <div className="flex flex-col gap-3 p-5" style={{ color: colors.panelFg }}>
                {panelHead}
                <div className="space-y-1.5">
                  <motion.h3 layoutId={`${id}-title`} layout="position" transition={morph} className={cn(SERIF, "text-[1.75rem] leading-[1.05] tracking-[-0.01em]")}>
                    {title}
                  </motion.h3>
                  {description ? (
                    <p className="line-clamp-2 text-[13.5px] leading-5" style={{ color: colors.panelMuted }}>
                      {description}
                    </p>
                  ) : null}
                </div>
                {locationRow}
                <div className="mt-1 flex items-center justify-between gap-3 border-t pt-3.5" style={{ borderColor: "rgb(255 255 255 / 0.16)" }}>
                  {watchers ? <Watchers watchers={watchers} colors={colors} /> : <span />}
                  <button
                    ref={expandRef}
                    type="button"
                    onClick={() => setExpanded(true)}
                    aria-haspopup="dialog"
                    className="inline-flex h-8 shrink-0 cursor-pointer items-center gap-1.5 rounded-full border px-3 text-[12.5px] font-medium outline-none transition-colors hover:bg-white/10 focus-visible:ring-2 focus-visible:ring-white/80"
                    style={{ borderColor: "rgb(255 255 255 / 0.3)", color: colors.panelFg }}
                  >
                    <Maximize2 className="size-3.5" aria-hidden="true" />
                    Expand
                  </button>
                </div>
              </div>
            </motion.div>
          )}
    
          <Dialog.Root open={open} onOpenChange={setExpanded}>
            <AnimatePresence>
              {open ? (
                <Dialog.Portal forceMount>
                  <Dialog.Overlay asChild forceMount>
                    <motion.div
                      className="fixed inset-0 z-50 bg-zinc-950/40 backdrop-blur-[2px]"
                      initial={{ opacity: 0 }}
                      animate={{ opacity: 1 }}
                      exit={{ opacity: 0 }}
                      transition={{ duration: duration.base }}
                    />
                  </Dialog.Overlay>
                  <div className="pointer-events-none fixed inset-0 z-50 flex items-center justify-center p-3 sm:p-6">
                    <Dialog.Content
                      asChild
                      forceMount
                      {...(description ? {} : { "aria-describedby": undefined })}
                      onCloseAutoFocus={(event) => {
                        // The Expand button re-mounts with the card, so return focus to it ourselves.
                        event.preventDefault();
                        requestAnimationFrame(() => expandRef.current?.focus());
                      }}
                    >
                      <motion.div
                        layoutId={`${id}-card`}
                        transition={morph}
                        style={{ borderRadius: 30, background: colors.panel }}
                        className="pointer-events-auto relative grid max-h-[calc(100dvh-1.5rem)] w-full max-w-4xl overflow-y-auto shadow-2xl outline-none md:grid-cols-[1.55fr_1fr]"
                      >
                        <motion.figure layoutId={`${id}-map`} transition={morph} className="relative m-0 overflow-hidden">
                          <div role="img" aria-label={alt} className="md:h-full">
                            <GlyphField image={image} colors={colors} ramp={ramp} cell={cell} className="aspect-[5/4] w-full md:aspect-auto md:h-full md:min-h-[30rem]" />
                          </div>
                          <figcaption
                            className="absolute inset-x-0 bottom-0 flex items-center gap-2 px-5 py-3 font-mono text-[11px]"
                            style={{ color: colors.ink, background: `linear-gradient(to top, ${colors.ground}, transparent)` }}
                          >
                            <span aria-hidden="true">Fig. 1</span>
                            <span className="truncate">{caption ?? alt}</span>
                          </figcaption>
                        </motion.figure>
                        <div className="@container/card flex flex-col gap-4 p-6" style={{ color: colors.panelFg }}>
                          <div className="md:pr-10">{panelHead}</div>
                          <div className="space-y-2">
                            <Dialog.Title asChild>
                              <motion.h2 layoutId={`${id}-title`} layout="position" transition={morph} className={cn(SERIF, "pr-8 text-[2.25rem] leading-[1.02] tracking-[-0.01em]")}>
                                {title}
                              </motion.h2>
                            </Dialog.Title>
                            {description ? (
                              <Dialog.Description className="text-[14px] leading-6" style={{ color: colors.panelMuted }}>
                                {description}
                              </Dialog.Description>
                            ) : null}
                          </div>
                          {locationRow}
                          <motion.div
                            className="mt-auto space-y-3 border-t pt-4"
                            style={{ borderColor: "rgb(255 255 255 / 0.16)" }}
                            initial={{ opacity: 0 }}
                            animate={{ opacity: 1, transition: { delay: reduceMotion ? 0 : 0.15, duration: duration.base } }}
                            exit={{ opacity: 0, transition: { duration: duration.instant } }}
                          >
                            {watchers ? <Watchers watchers={watchers} colors={colors} /> : null}
                            <p className="font-mono text-[11px]" style={{ color: colors.panelMuted }}>
                              Move across the map to stir the glyphs.
                            </p>
                          </motion.div>
                        </div>
                        <Dialog.Close
                          aria-label="Close"
                          className="absolute top-4 right-4 z-10 inline-flex size-8 cursor-pointer items-center justify-center rounded-full outline-none transition-colors hover:bg-white/15 focus-visible:ring-2 focus-visible:ring-white/80 md:top-5 md:right-5"
                          style={{ color: colors.panelFg, background: "rgb(255 255 255 / 0.1)" }}
                        >
                          <X className="size-4" aria-hidden="true" />
                        </Dialog.Close>
                      </motion.div>
                    </Dialog.Content>
                  </div>
                </Dialog.Portal>
              ) : null}
            </AnimatePresence>
          </Dialog.Root>
        </div>
      );
    }

Usage

import { GlyphMapCard } from "@/components/ui/glyph-map-card/glyph-map-card";

<GlyphMapCard
  image="/images/reef-fish.webp"
  imageAlt="A striped reef fish"
  title="Reef Drifter"
  description="A striped reef fish, sampled into glyphs."
  location="Tidepool Studio, Bay 3"
  watchers={{ people: [{ name: "Maya Lindqvist", image: "/avatars/maya.webp" }], total: 31 }}
  tone="indigo"
  ramp="classic"
/>

API reference

PropTypeDefaultDescription
imagestring–Image redrawn as glyphs (any size; it is cropped to fill). Without it, a built-in sphere study is used.
imageAltstring–Describes the image for screen readers; also the default caption in the expanded view.
titlestring"Quiet Orbit"Card title, set in a serif display face.
descriptionstring–Short description under the title.
labelstring"Stock Card"Small label at the top of the colored panel.
locationstring–Place shown with a pin icon.
watchers{ people: GlyphMapWatcher[]; total: number }–Avatars of people watching (up to 3 are shown) and the total count.
toneGlyphMapTone"indigo"Color of the glyphs and the panel.
rampGlyphMapRamp"classic"Glyph ramp: classic ASCII, binary digits or shade blocks.
cellnumber9Glyph cell size in px.
addedboolean–Controlled "added" state of the Add card button.
defaultAddedbooleanfalseInitial "added" state when uncontrolled.
onAdd(added: boolean) => void–Called with the new state when Add card is pressed.
onExpand(expanded: boolean) => void–Called when the expanded view opens or closes.
captionstringimageAltCaption under the glyph map in the expanded view.

Also accepts every native <div> attribute, including ref and className.

  • The image is downsampled to one pixel per cell (`src/lib/glyph/sample-image.ts`, cached per image and grid size) and each cell picks a glyph by darkness: dense glyphs for dark areas, empty cells for the pale ground. Glyphs are blitted from a shared sprite atlas in Geist Mono, never drawn with fillText per cell.
  • Images must be same-origin or served with CORS headers, since the canvas reads their pixels. Bold silhouettes on a pale background read best.
  • The title uses `--font-geist-serif` when it is defined (Geist Serif, from the `geist` package) and falls back to the system serif.
  • `ramp` picks classic ASCII (` .:-=+*#%@`), binary (`1` and `0`) or shade blocks (`░▒▓█`, drawn as crisp dot screens). Smaller `cell` values draw more, smaller glyphs.

Accessibility

  • The glyph map is a canvas inside an element with role="img" and the `imageAlt` label; the title, description, buttons and watcher names are real DOM text.
  • Add card is a toggle button with aria-pressed. Expand opens a modal dialog labelled by the title; Escape or the Close button closes it and focus returns to Expand.
  • Under reduced motion the map is drawn once with the true glyphs: no re-rolling, no scramble under the pointer, and the expand morph is instant. The map pauses offscreen and in hidden tabs.