Pull to Refresh
Wrap a scrollable feed to get the gesture from native apps: dragging down from the top meets growing resistance, the indicator shows pull, release and refreshing states, and onRefresh can return a promise that keeps the spinner up until it resolves. Mouse drags work too.
Preview
Install
Add it with the shadcn CLI, or copy the source manually.
shadcn init? You are set. Theme setupInstall dependencies
npm i clsx lucide-react motion tailwind-mergeAdd util files
// Shared motion tokens. Easing curves mirror the CSS custom properties in
// globals.css; springs are the canonical physics used across components.
// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.
export const EASE_OUT = [0.16, 1, 0.3, 1] as const;
export const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;
export const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;
/** CSS string form of EASE_OUT for inline style transitions. */
export const EASE_OUT_CSS = "cubic-bezier(0.16, 1, 0.3, 1)";
/** Press feedback on buttons and other tappable surfaces. */
export const SPRING_PRESS = {
type: "spring",
stiffness: 500,
damping: 30,
mass: 0.6,
} as const;
/** Content swaps — label/icon slots trading places inside a control. */
export const SPRING_SWAP = {
type: "spring",
stiffness: 460,
damping: 30,
mass: 0.55,
} as const;
/** Overlay panel entrances — modals and sheets summoned by pointer. */
export const SPRING_PANEL = {
type: "spring",
stiffness: 420,
damping: 40,
mass: 0.5,
} as const;
/** Shared-layout glides — pills, indicators and panels morphing between positions. */
export const SPRING_LAYOUT = {
type: "spring",
stiffness: 360,
damping: 32,
mass: 0.6,
} as const;
/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */
export const SPRING_MOUSE = {
stiffness: 200,
damping: 15,
mass: 0.3,
} as const;
/** Dragged handles and fills (sliders) — critically damped `useSpring` config,
* so the value follows the pointer butterily and never rebounds off an end. */
export const SPRING_GLIDE = {
stiffness: 700,
damping: 50,
mass: 0.5,
} as const;
// Shared touch primitives. iOS and iPadOS run their own gestures on top of the
// page — the long-press selection callout and the selection it drags in with
// it — and they win: once the platform claims a touch it cancels ours
// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own
// their gesture have to opt out.
//
// What the two classes below cover, precisely:
// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:
// it is not a property other engines have, so it is inert everywhere else.
// - `user-select: none` stops the long-press selection on every engine,
// Android included, and stops a drag from painting a selection under the
// cursor. It is inherited, so it reaches every descendant — which is why the
// two classes differ only in whether they apply it unconditionally.
// What neither covers:
// - Chrome for Android's long-press menu on a link or an image. No CSS
// suppresses it; a gesture surface that wraps one needs its own
// `onContextMenu` with `preventDefault()`.
// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is
// not inherited and plain divs and buttons are not drag sources, so setting
// it on the surface does nothing — the child itself needs `draggable={false}`.
/**
* Classes for a surface that *is* the control: a thumb, a drum, a stage, a
* handle, a hold button. Selection is suppressed on every input, because a
* drag that highlights the control's own label is wrong on a mouse too.
* Compose with `touch-none` when the surface also owns the scroll axis — leave
* it off when the page must still scroll from there.
*/
export const TOUCH_GESTURE_CLASS = "select-none [-webkit-touch-callout:none]";
/**
* The same opt-out for a gesture surface that wraps content the consumer owns:
* a scroller, a context-menu trigger, a sheet header, a list row. Selection is
* suppressed only where the platform runs its own press gestures — a coarse
* pointer — so a mouse user can still select and copy that content. If the
* gesture itself would paint a selection under the cursor, add `select-none`
* for the duration of the gesture rather than reaching for
* `TOUCH_GESTURE_CLASS`.
*
* `pointer: coarse` describes the *primary* pointer and nothing else, so a
* hybrid machine reads it wrong in both directions: a tablet with a mouse
* plugged in keeps touch as primary and loses mouse selection, and a laptop
* with a touchscreen keeps the mouse as primary and leaves selection live
* under a finger. No media query can answer per interaction — the query is
* about the device, and the question is about the gesture in progress. The
* default stays here because it is right on the machines that are one thing or
* the other, and losing a selection is a nuisance; where the miss costs a
* *gesture* instead, the surface pairs it with `holdSelection` on the press.
*/
export const TOUCH_GESTURE_CONTENT_CLASS =
"[-webkit-touch-callout:none] pointer-coarse:select-none";
/**
* Grow a small control's *hit area* to at least 44×44px (WCAG 2.5.5, Apple
* HIG) on a coarse pointer, without changing what it looks like or the space
* it takes in layout. An invisible `::after` box, centered on the control and
* `max(100%, 2.75rem)` on each axis, catches the taps: a 32px icon button
* reaches 6px past each edge, a wide 40px button only grows vertically, and a
* control already 44px or larger is left as it is. Hit-testing a pseudo
* element lands on its owner, so handlers, focus and `:active` all behave.
*
* Mouse and trackpad rendering is untouched — nothing here applies outside
* `pointer: coarse`. Requirements on the element it goes on:
* - It must be the containing block: add `relative` (and keep it mergeable, so
* a consumer's `absolute` still wins through `cn`).
* - It must not clip itself (`overflow-hidden`), or the overhang is clipped
* away along with its hit area.
* - It must render children: `<input>` and other void elements have no
* `::after`. Put it on the wrapper or label instead.
* - It must not already use `::after` for something visible.
*
* Centered 44px means two 32px buttons with a 4px gap overlap by 8px; the
* later one wins that strip, which still ends well short of the earlier
* button's visual center. Below a ~32px pitch the later neighbour starts
* eating into that center — use `TOUCH_TARGET_Y_CLASS` for such dense rows.
*
* The overhang is real geometry: inside a scroll container it counts as
* scrollable overflow, so a control flush against a scroller's edge can add a
* few pixels of scroll on touch screens. Give such a scroller a little padding
* on that side.
*/
export const TOUCH_TARGET_CLASS =
"pointer-coarse:after:absolute pointer-coarse:after:top-1/2 pointer-coarse:after:left-1/2 pointer-coarse:after:size-[max(100%,2.75rem)] pointer-coarse:after:-translate-x-1/2 pointer-coarse:after:-translate-y-1/2 pointer-coarse:after:content-['']";
/**
* `TOUCH_TARGET_CLASS` on the vertical axis only, for controls packed tighter
* than ~32px apart in a row (pagination dots, dense swatches), where growing
* sideways would hand most of each control to its neighbour. Same rules.
*/
export const TOUCH_TARGET_Y_CLASS =
"pointer-coarse:after:absolute pointer-coarse:after:inset-x-0 pointer-coarse:after:top-1/2 pointer-coarse:after:h-[max(100%,2.75rem)] pointer-coarse:after:-translate-y-1/2 pointer-coarse:after:content-['']";
/**
* Suppress selection on `element` for as long as a gesture is running on it,
* whatever the primary pointer of the machine happens to be. Returns the
* release. Inline, so it wins over the class above and is gone again the
* moment the gesture ends.
*
* For the press gestures a native selection would otherwise steal — a
* long-press that opens a menu. Elsewhere prefer the classes: a surface that
* takes selection away for the whole session is a surface whose text nobody
* can copy.
*/
export function holdSelection(element: HTMLElement) {
element.style.setProperty("user-select", "none");
element.style.setProperty("-webkit-user-select", "none");
return () => {
element.style.removeProperty("user-select");
element.style.removeProperty("-webkit-user-select");
};
}
/**
* Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer
* is already gone by the time the handler runs — routine on iOS, where the
* system can claim the touch first — and an uncaught throw takes the rest of
* the handler, the gesture included, down with it. Touch pointers carry
* implicit capture anyway, so losing it is never fatal.
*/
export function capturePointer(element: Element, pointerId: number) {
try {
element.setPointerCapture(pointerId);
} catch {
// Pointer is no longer active — implicit capture still applies on touch.
}
}
/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */
export function releasePointer(element: Element, pointerId: number) {
try {
if (element.hasPointerCapture(pointerId)) {
element.releasePointerCapture(pointerId);
}
} catch {
// Capture was already dropped by the browser.
}
}
/**
* Whether this event came from a pointer that is *hovering*: not a touch, and
* not currently pressed. Which input the user is holding right now is not
* something a device capability can answer — a touchscreen laptop hovers and
* taps, and iPadOS reports a fine hovering pointer for a finger — so both
* paths stay live and each handler branches on the event it was given.
*
* A pen resting on the glass is making contact, not hovering: `buttons` is the
* tell, and it sends a pen tap down the same route a finger takes.
*
* This answers what an *enter* asks. A leave is the other half of a pair and
* has to be read against the enter that started it — `useHoverGesture` in
* `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it
* rather than asking this question twice.
*/
export const isHoveringPointer = (event: {
pointerType: string;
buttons: number;
}) => event.pointerType !== "touch" && event.buttons === 0;
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
Copy the source code
"use client";
// karaui.kamisama-v0.my.id/components/motion/pull-to-refresh
import {
AnimatePresence,
animate,
type MotionValue,
motion,
useMotionValue,
useReducedMotion,
useTransform,
} from "motion/react";
import {
type ReactNode,
type PointerEvent as ReactPointerEvent,
useCallback,
useEffect,
useRef,
useState,
} from "react";
import {
EASE_IN_OUT,
EASE_OUT,
SPRING_PANEL,
SPRING_SWAP,
} from "@/lib/ease";
import { capturePointer, TOUCH_GESTURE_CONTENT_CLASS } from "@/lib/touch";
import { cn } from "@/lib/utils";
export type PullToRefreshStatus =
| "idle"
| "pulling"
| "ready"
| "refreshing";
export interface PullToRefreshProps {
/** Runs after the user pulls beyond the threshold and releases. */
onRefresh: () => void | Promise<void>;
children: ReactNode;
/** Keeps the indicator active while an externally managed refresh runs. */
refreshing?: boolean;
disabled?: boolean;
/** Resisted pull distance in pixels required to refresh. */
threshold?: number;
/** Maximum resisted pull distance in pixels. */
maxPull?: number;
/** Content offset in pixels while refreshing. */
holdDistance?: number;
pullingLabel?: ReactNode;
releaseLabel?: ReactNode;
refreshingLabel?: ReactNode;
ariaLabel?: string;
className?: string;
contentClassName?: string;
indicatorClassName?: string;
}
type Gesture = {
active: boolean;
startX: number;
startY: number;
pointerId: number | null;
};
const EMPTY_GESTURE: Gesture = {
active: false,
startX: 0,
startY: 0,
pointerId: null,
};
// This character needs a compact repeating rhythm rather than a settling
// spring: a small orbit and blink that read as activity without feeling busy.
const CHARACTER_LOOP = {
duration: 0.9,
ease: EASE_IN_OUT,
repeat: Number.POSITIVE_INFINITY,
} as const;
const CALM_PULSE = {
duration: 1.2,
ease: EASE_IN_OUT,
repeat: Number.POSITIVE_INFINITY,
} as const;
const LABEL_SWAP = { duration: 0.16, ease: EASE_OUT } as const;
function resistedDistance(distance: number, maxPull: number) {
return maxPull * (1 - Math.exp(-Math.max(0, distance) / maxPull));
}
function RefreshBuddy({
progress,
status,
reduce,
}: {
progress: MotionValue<number>;
status: PullToRefreshStatus;
reduce: boolean;
}) {
const lift = useTransform(progress, [0, 1], [-7, 0]);
const tilt = useTransform(progress, [0, 1], [-10, 0]);
const stretch = useTransform(progress, [0, 0.55, 1], [0.68, 1.1, 0.92]);
const ready = status === "ready";
const refreshing = status === "refreshing";
return (
<motion.span
style={reduce ? undefined : { y: lift, rotate: tilt, scaleY: stretch }}
className="block h-9 w-9 origin-bottom"
>
<motion.svg
aria-hidden="true"
viewBox="0 0 36 36"
style={{ opacity: 1 }}
className="h-full w-full overflow-visible"
animate={
refreshing
? reduce
? { opacity: [0.55, 1, 0.55] }
: { y: [0, -2, 0], rotate: [-3, 3, -3] }
: reduce
? { opacity: 1 }
: { y: 0, rotate: 0, scale: ready ? 1.08 : 1 }
}
transition={refreshing ? (reduce ? CALM_PULSE : CHARACTER_LOOP) : SPRING_SWAP}
>
<motion.g
style={{ transformOrigin: "18px 18px" }}
animate={
refreshing && !reduce
? { rotate: [0, 360] }
: reduce
? undefined
: { rotate: ready ? 0 : -35 }
}
transition={refreshing ? (reduce ? CALM_PULSE : CHARACTER_LOOP) : SPRING_SWAP}
className={cn(
"transition-opacity duration-150",
ready || refreshing ? "opacity-100" : "opacity-0",
)}
>
<path
d="M18 2.5a15.5 15.5 0 0 1 12.7 6.6"
fill="none"
stroke="currentColor"
strokeWidth="1.5"
strokeLinecap="round"
className="text-muted-foreground"
/>
<circle cx="31.3" cy="10.2" r="2.2" className="fill-foreground" />
</motion.g>
<rect
x="7"
y="7"
width="22"
height="22"
rx="9"
className="fill-foreground"
/>
<motion.g
style={{ opacity: 1, transformOrigin: "18px 16px" }}
animate={
refreshing && !reduce
? { scaleY: [1, 1, 0.15, 1, 1] }
: reduce
? { opacity: 1 }
: { scaleY: ready ? 1.18 : 1 }
}
transition={refreshing && !reduce ? CHARACTER_LOOP : SPRING_SWAP}
>
<circle cx="14.2" cy="16" r="1.45" className="fill-background" />
<circle cx="21.8" cy="16" r="1.45" className="fill-background" />
</motion.g>
<path
d="M14.5 21h7"
fill="none"
stroke="currentColor"
strokeWidth="1.5"
strokeLinecap="round"
className={cn(
"text-background transition-opacity duration-150",
ready || refreshing ? "opacity-0" : "opacity-100",
)}
/>
<path
d="M14 20.5c1 2.4 7 2.4 8 0"
fill="none"
stroke="currentColor"
strokeWidth="1.5"
strokeLinecap="round"
className={cn(
"text-background transition-opacity duration-150",
ready ? "opacity-100" : "opacity-0",
)}
/>
<circle
cx="18"
cy="21"
r="1.6"
className={cn(
"fill-background transition-opacity duration-150",
refreshing ? "opacity-100" : "opacity-0",
)}
/>
</motion.svg>
</motion.span>
);
}
export function PullToRefresh({
onRefresh,
children,
refreshing = false,
disabled = false,
threshold = 76,
maxPull = 132,
holdDistance = 68,
pullingLabel = "Pull to refresh",
releaseLabel = "Release to refresh",
refreshingLabel = "Refreshing",
ariaLabel = "Refreshable content",
className,
contentClassName,
indicatorClassName,
}: PullToRefreshProps) {
const rootRef = useRef<HTMLElement>(null);
const gestureRef = useRef<Gesture>({ ...EMPTY_GESTURE });
const animationRef = useRef<{ stop: () => void } | null>(null);
const statusRef = useRef<PullToRefreshStatus>("idle");
const disabledRef = useRef(disabled);
const externalRefreshingRef = useRef(refreshing);
const refreshingRef = useRef(refreshing);
const [status, setStatusState] = useState<PullToRefreshStatus>("idle");
const [internalRefreshing, setInternalRefreshing] = useState(false);
const reduce = useReducedMotion();
const pullThreshold = Math.max(24, threshold);
const pullLimit = Math.max(maxPull, pullThreshold + 24);
const restingDistance = Math.min(
Math.max(0, holdDistance),
pullThreshold,
);
const y = useMotionValue(0);
const progress = useTransform(y, [0, pullThreshold], [0, 1]);
const indicatorOpacity = useTransform(
y,
[0, 10, pullThreshold],
[0, 0.45, 1],
);
const indicatorScale = useTransform(y, [0, pullThreshold], [0.86, 1]);
const isRefreshing = refreshing || internalRefreshing;
disabledRef.current = disabled;
externalRefreshingRef.current = refreshing;
refreshingRef.current = isRefreshing;
const setStatus = useCallback((next: PullToRefreshStatus) => {
if (statusRef.current === next) return;
statusRef.current = next;
setStatusState(next);
}, []);
const settle = useCallback(
(target: number) => {
animationRef.current?.stop();
if (reduce) {
y.set(target);
return;
}
animationRef.current = animate(y, target, SPRING_PANEL);
},
[reduce, y],
);
const updatePull = useCallback(
(distance: number) => {
if (disabledRef.current || refreshingRef.current) return;
animationRef.current?.stop();
const next = resistedDistance(distance, pullLimit);
y.set(next);
setStatus(next >= pullThreshold ? "ready" : "pulling");
},
[pullLimit, pullThreshold, setStatus, y],
);
const runRefresh = useCallback(async () => {
if (disabledRef.current || refreshingRef.current) return;
setInternalRefreshing(true);
setStatus("refreshing");
settle(restingDistance);
try {
await onRefresh();
} finally {
setInternalRefreshing(false);
// A synchronous refresh can resolve before React commits the temporary
// internal state, so release here instead of relying only on the effect.
if (!externalRefreshingRef.current) {
setStatus("idle");
settle(0);
}
}
}, [onRefresh, restingDistance, setStatus, settle]);
const finishPull = useCallback(() => {
const shouldRefresh =
y.get() >= pullThreshold &&
!disabledRef.current &&
!refreshingRef.current;
gestureRef.current = { ...EMPTY_GESTURE };
if (shouldRefresh) {
void runRefresh();
return;
}
setStatus("idle");
settle(0);
}, [pullThreshold, runRefresh, setStatus, settle, y]);
useEffect(() => {
if (isRefreshing) {
setStatus("refreshing");
settle(restingDistance);
return;
}
if (statusRef.current === "refreshing") {
setStatus("idle");
settle(0);
}
}, [isRefreshing, restingDistance, setStatus, settle]);
useEffect(() => {
const root = rootRef.current;
if (!root) return;
const onTouchStart = (event: TouchEvent) => {
if (
event.touches.length !== 1 ||
root.scrollTop > 0 ||
disabledRef.current ||
refreshingRef.current
) {
return;
}
const touch = event.touches[0];
gestureRef.current = {
active: true,
startX: touch.clientX,
startY: touch.clientY,
pointerId: null,
};
};
const onTouchMove = (event: TouchEvent) => {
const gesture = gestureRef.current;
const touch = event.touches[0];
if (!gesture.active || !touch) return;
const deltaX = touch.clientX - gesture.startX;
const deltaY = touch.clientY - gesture.startY;
if (root.scrollTop > 0 || deltaY < 0) {
gestureRef.current = { ...EMPTY_GESTURE };
return;
}
if (Math.abs(deltaX) > deltaY) return;
event.preventDefault();
updatePull(deltaY);
};
const onTouchEnd = () => {
if (gestureRef.current.active) finishPull();
};
root.addEventListener("touchstart", onTouchStart, { passive: true });
root.addEventListener("touchmove", onTouchMove, { passive: false });
root.addEventListener("touchend", onTouchEnd);
root.addEventListener("touchcancel", onTouchEnd);
return () => {
root.removeEventListener("touchstart", onTouchStart);
root.removeEventListener("touchmove", onTouchMove);
root.removeEventListener("touchend", onTouchEnd);
root.removeEventListener("touchcancel", onTouchEnd);
};
}, [finishPull, updatePull]);
useEffect(() => {
return () => animationRef.current?.stop();
}, []);
const startPointerPull = (event: ReactPointerEvent<HTMLElement>) => {
// Everything but touch: a finger is driven by the native listeners above,
// which can `preventDefault` the page scroll a passive React handler
// cannot. A pen fires no touch events at all, so this is its only route.
if (
event.pointerType === "touch" ||
event.button !== 0 ||
event.currentTarget.scrollTop > 0 ||
disabled ||
isRefreshing
) {
return;
}
capturePointer(event.currentTarget, event.pointerId);
gestureRef.current = {
active: true,
startX: event.clientX,
startY: event.clientY,
pointerId: event.pointerId,
};
};
const movePointerPull = (event: ReactPointerEvent<HTMLElement>) => {
const gesture = gestureRef.current;
if (!gesture.active || gesture.pointerId !== event.pointerId) return;
const deltaX = event.clientX - gesture.startX;
const deltaY = event.clientY - gesture.startY;
if (deltaY < 0 || Math.abs(deltaX) > deltaY) return;
event.preventDefault();
updatePull(deltaY);
};
const label =
status === "refreshing"
? refreshingLabel
: status === "ready"
? releaseLabel
: pullingLabel;
return (
<section
ref={rootRef}
aria-label={ariaLabel}
aria-busy={isRefreshing}
data-state={status}
data-disabled={disabled || undefined}
onPointerDown={startPointerPull}
onPointerMove={movePointerPull}
onPointerUp={(event) => {
if (gestureRef.current.pointerId === event.pointerId) finishPull();
}}
onPointerCancel={(event) => {
if (gestureRef.current.pointerId === event.pointerId) finishPull();
}}
className={cn(
"relative w-full overflow-y-auto overscroll-contain bg-background",
// No `touch-none` here — this element is the scroller, and the pull
// only takes over once the content is already at the top. The callout
// has to be off from the first frame though: iOS decides on it while
// the finger is still resting, long before the pull is recognised.
// Whatever the consumer renders inside stays selectable with a mouse;
// only the pull itself suppresses selection, and only while it runs,
// so dragging the page down cannot highlight it on the way.
TOUCH_GESTURE_CONTENT_CLASS,
status === "pulling" || status === "ready"
? "cursor-grabbing select-none"
: "cursor-grab",
(disabled || isRefreshing) && "cursor-default",
className,
)}
>
<motion.div
aria-live="polite"
aria-atomic="true"
style={
reduce
? { opacity: indicatorOpacity }
: { opacity: indicatorOpacity, scale: indicatorScale }
}
className={cn(
"pointer-events-none absolute inset-x-0 top-0 z-20 flex h-[4.25rem] flex-col items-center justify-center gap-0.5 bg-gradient-to-b from-background via-background/95 to-transparent text-[11px] font-medium text-muted-foreground",
indicatorClassName,
)}
>
<RefreshBuddy
progress={progress}
status={status}
reduce={Boolean(reduce)}
/>
<span className="relative h-4 min-w-24 text-center">
<AnimatePresence initial={false} mode="wait">
<motion.span
key={status}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 3 }}
animate={reduce ? { opacity: 1 } : { opacity: 1, y: 0 }}
exit={reduce ? { opacity: 0 } : { opacity: 0, y: -3 }}
transition={LABEL_SWAP}
className="absolute inset-x-0 whitespace-nowrap"
>
{label}
</motion.span>
</AnimatePresence>
</span>
</motion.div>
<motion.div
style={reduce ? undefined : { y }}
className={cn(
"relative z-10 min-h-full bg-inherit will-change-transform",
contentClassName,
)}
>
{children}
</motion.div>
</section>
);
}
@karaui not found? Add it to components.json
{
"registries": {
"@karaui": "https://karaui.kamisama-v0.my.id/r/{name}.json"
}
}@karaui is in shadcn's public registry directory, so the latest CLI needs no setup. On an older CLI, merge this into the existing file once and every @karaui/… install resolves.
API Reference
onRefresh() => void | Promise<void>Runs after the user pulls beyond the threshold and releases.
—refreshing?booleanKeeps the indicator active while an externally managed refresh runs.
falsedisabled?booleanfalsethreshold?numberResisted pull distance in pixels required to refresh.
76maxPull?numberMaximum resisted pull distance in pixels.
132holdDistance?numberContent offset in pixels while refreshing.
68pullingLabel?ReactNodePull to refreshreleaseLabel?ReactNodeRelease to refreshrefreshingLabel?ReactNodeRefreshingariaLabel?stringRefreshable contentclassName?string—contentClassName?string—indicatorClassName?string—Updated