{"$schema":"https://ui.shadcn.com/schema/registry-item.json","name":"tooltip","type":"registry:component","title":"Tooltip","description":"Short labels for icon buttons and clipped text: shown after a brief delay on hover or keyboard focus, at once if another tooltip just closed, and on tap for touch users. A fixed portal keeps overflow from cutting it off.","author":"kara <ztzyrant@gmail.com>","dependencies":["clsx","motion","tailwind-merge"],"registryDependencies":[],"files":[{"path":"components/motion/tooltip.tsx","type":"registry:component","target":"@components/motion/tooltip.tsx","content":"\"use client\";\n// karaui.kamisama-v0.my.id/components/motion/tooltip\n\nimport {\n  AnimatePresence,\n  motion,\n  useReducedMotion,\n  type Variants,\n} from \"motion/react\";\nimport {\n  cloneElement,\n  isValidElement,\n  type PointerEvent,\n  type ReactElement,\n  type ReactNode,\n  useCallback,\n  useEffect,\n  useId,\n  useMemo,\n  useRef,\n  useState,\n} from \"react\";\nimport { createPortal } from \"react-dom\";\nimport { EASE_OUT } from \"@/lib/ease\";\nimport { useDismiss } from \"@/lib/hooks/use-dismiss\";\nimport { useHoverGesture } from \"@/lib/hooks/use-hover-gesture\";\nimport { useTapGesture } from \"@/lib/hooks/use-tap-gesture\";\nimport { cn } from \"@/lib/utils\";\n\ntype Side = \"top\" | \"right\" | \"bottom\" | \"left\";\n\nexport interface TooltipProps {\n  content: ReactNode;\n  children: ReactElement;\n  side?: Side;\n  /** Delay before showing (ms). Default 120. */\n  delay?: number;\n  className?: string;\n  /** Classes for the outer wrapper span. Use to fix baseline / fill parent. */\n  wrapperClassName?: string;\n}\n\n// Gap between trigger and tooltip, in px.\nconst GAP = 8;\n\n// Centering transform for the fixed-positioned anchor point, per side.\nconst anchorTransform: Record<Side, string> = {\n  top: \"translate(-50%, -100%)\",\n  bottom: \"translate(-50%, 0)\",\n  left: \"translate(-100%, -50%)\",\n  right: \"translate(0, -50%)\",\n};\n\nconst transformOrigin: Record<Side, string> = {\n  top: \"center bottom\",\n  bottom: \"center top\",\n  left: \"right center\",\n  right: \"left center\",\n};\n\n// Offset is in the direction *away* from the trigger — content originates near\n// the trigger and rises into resting position.\nconst offsetFrom: Record<Side, { x?: number; y?: number }> = {\n  top: { y: 8 },\n  bottom: { y: -8 },\n  left: { x: 8 },\n  right: { x: -8 },\n};\n\nfunction buildVariants(side: Side): Variants {\n  const o = offsetFrom[side];\n  return {\n    initial: {\n      opacity: 0,\n      scale: 0.9,\n      filter: \"blur(5px)\",\n      x: o.x ?? 0,\n      y: o.y ?? 0,\n    },\n    animate: {\n      opacity: 1,\n      scale: 1,\n      filter: \"blur(0px)\",\n      x: 0,\n      y: 0,\n      transition: {\n        type: \"spring\",\n        stiffness: 380,\n        damping: 30,\n        mass: 0.7,\n        opacity: { duration: 0.14, ease: EASE_OUT },\n        filter: { duration: 0.18, ease: EASE_OUT },\n      },\n    },\n    exit: {\n      opacity: 0,\n      scale: 0.94,\n      filter: \"blur(3px)\",\n      x: (o.x ?? 0) * 0.6,\n      y: (o.y ?? 0) * 0.6,\n      transition: { duration: 0.12, ease: EASE_OUT },\n    },\n  };\n}\n\nconst REDUCED_VARIANTS: Variants = {\n  initial: { opacity: 0 },\n  animate: { opacity: 1, transition: { duration: 0.14, ease: EASE_OUT } },\n  exit: { opacity: 0, transition: { duration: 0.1, ease: EASE_OUT } },\n};\n\n// Once any tooltip has just closed, neighbouring tooltips open without the\n// initial delay — moving along a toolbar feels instant after the first one.\nconst WARM_WINDOW_MS = 300;\nlet lastHiddenAt = 0;\n\nexport function Tooltip({\n  content,\n  children,\n  side = \"top\",\n  delay = 120,\n  className,\n  wrapperClassName,\n}: TooltipProps) {\n  const [open, setOpen] = useState(false);\n  const [coords, setCoords] = useState<{ top: number; left: number } | null>(\n    null,\n  );\n  const id = useId();\n  const timer = useRef<ReturnType<typeof setTimeout> | null>(null);\n  const anchorRef = useRef<HTMLSpanElement>(null);\n  const hover = useHoverGesture();\n  const reduce = useReducedMotion();\n\n  // Anchor point in viewport coords, on the edge of the trigger facing `side`.\n  // Position:fixed means these viewport coords place the tooltip directly, so\n  // it escapes every ancestor's stacking context and overflow.\n  const place = useCallback(() => {\n    const el = anchorRef.current;\n    if (!el) return;\n    const r = el.getBoundingClientRect();\n    const cx = r.left + r.width / 2;\n    const cy = r.top + r.height / 2;\n    const point: Record<Side, { top: number; left: number }> = {\n      top: { top: r.top - GAP, left: cx },\n      bottom: { top: r.bottom + GAP, left: cx },\n      left: { top: cy, left: r.left - GAP },\n      right: { top: cy, left: r.right + GAP },\n    };\n    setCoords(point[side]);\n  }, [side]);\n\n  const show = useCallback(() => {\n    if (timer.current) clearTimeout(timer.current);\n    const warm = Date.now() - lastHiddenAt < WARM_WINDOW_MS;\n    timer.current = setTimeout(\n      () => {\n        place();\n        setOpen(true);\n      },\n      warm ? 0 : delay,\n    );\n  }, [delay, place]);\n\n  const hide = useCallback(() => {\n    if (timer.current) {\n      clearTimeout(timer.current);\n      timer.current = null;\n    }\n    if (open) lastHiddenAt = Date.now();\n    setOpen(false);\n  }, [open]);\n\n  // A finger never hovers, and Safari does not focus a button on tap either, so\n  // the label is only reachable if the tap itself opens the tooltip. A click\n  // carries no pointerType, so the pointerdown that preceded it is what says\n  // whether this was a tap; keyboard activation arrives with no pointerdown at\n  // all, and focus has already shown the label there.\n  const tap = useTapGesture<boolean>();\n\n  const toggleOnTap = useCallback(() => {\n    const gesture = tap.take();\n    if (!gesture || gesture.pointerType === \"mouse\") return;\n    if (gesture.state) {\n      hide();\n      return;\n    }\n    if (timer.current) clearTimeout(timer.current);\n    place();\n    setOpen(true);\n  }, [hide, place, tap]);\n\n  // ...and closed again by the next tap that lands somewhere else. The label\n  // covers nothing interactive, so that tap passes through to what it hit.\n  useDismiss(open, hide, anchorRef);\n\n  // Keep the tooltip pinned to the trigger while it's open and the page scrolls\n  // or resizes (fixed coords are viewport-relative).\n  useEffect(() => {\n    if (!open) return;\n    const onMove = () => place();\n    window.addEventListener(\"scroll\", onMove, true);\n    window.addEventListener(\"resize\", onMove);\n    return () => {\n      window.removeEventListener(\"scroll\", onMove, true);\n      window.removeEventListener(\"resize\", onMove);\n    };\n  }, [open, place]);\n\n  const variants = useMemo(\n    () => (reduce ? REDUCED_VARIANTS : buildVariants(side)),\n    [reduce, side],\n  );\n\n  if (!isValidElement(children)) return children;\n\n  // The label describes the trigger, so it has to name the trigger itself.\n  // Everything else the tooltip needs is read off the anchor below instead of\n  // cloned on: a handler written onto the child is the child's handler as far\n  // as that child can tell, and a component that owns its activation —\n  // hard-wiring onClick and spreading the rest of its props over it, as\n  // ThemeToggle does — then runs the tooltip's instead of its own. Composing\n  // with `props.onClick` cannot save it either, because a component element's\n  // props hold nothing the component does internally.\n  const trigger = cloneElement(children as ReactElement<Record<string, unknown>>, {\n    \"aria-describedby\": id,\n  });\n\n  return (\n    <>\n      {/* biome-ignore lint/a11y/noStaticElementInteractions: the anchor is not a\n          control — it observes the trigger it wraps. Every event listed reaches\n          it on its own (pointerdown/click/keydown/pointercancel bubble, focus\n          and blur arrive as focusin/focusout, and enter/leave are derived from\n          pointerover/pointerout along a path the anchor is on), so the trigger\n          keeps every handler it came with. */}\n      <span\n        ref={anchorRef}\n        className={cn(\"relative inline-flex align-middle\", wrapperClassName)}\n        // Pointer events, not the mouse pair: a tap fires compatibility\n        // mouseenter/mouseleave that carry no pointerType, which raced the tap\n        // path into opening and closing the same label.\n        onPointerEnter={(event: PointerEvent) => {\n          if (hover.enter(event)) show();\n        }}\n        onPointerLeave={(event: PointerEvent) => {\n          if (hover.leave(event)) hide();\n        }}\n        onFocus={show}\n        onBlur={hide}\n        onPointerDown={(event: PointerEvent) => tap.start(event, open)}\n        // A gesture the platform took away sends no click, and a key press\n        // starts an activation that never had a pointer behind it. Either way\n        // the record has to go, or the next click reads a finger that has long\n        // since lifted.\n        onPointerCancel={tap.drop}\n        onKeyDown={tap.drop}\n        onClick={toggleOnTap}\n      >\n        {trigger}\n      </span>\n      {typeof document !== \"undefined\"\n        ? createPortal(\n            <AnimatePresence>\n              {open && coords ? (\n                <span\n                  aria-hidden\n                  className=\"pointer-events-none fixed z-[9999]\"\n                  style={{\n                    top: coords.top,\n                    left: coords.left,\n                    transform: anchorTransform[side],\n                  }}\n                >\n                  <motion.span\n                    id={id}\n                    role=\"tooltip\"\n                    variants={variants}\n                    initial=\"initial\"\n                    animate=\"animate\"\n                    exit=\"exit\"\n                    style={{ transformOrigin: transformOrigin[side] }}\n                    className={cn(\n                      \"block whitespace-nowrap rounded-lg border border-border bg-background px-2.5 py-1 text-xs font-medium text-foreground shadow-lg\",\n                      className,\n                    )}\n                  >\n                    {content}\n                  </motion.span>\n                </span>\n              ) : null}\n            </AnimatePresence>,\n            document.body,\n          )\n        : null}\n    </>\n  );\n}\n"},{"path":"lib/ease.ts","type":"registry:lib","target":"@lib/ease.ts","content":"// Shared motion tokens. Easing curves mirror the CSS custom properties in\n// globals.css; springs are the canonical physics used across components.\n// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.\n\nexport const EASE_OUT = [0.16, 1, 0.3, 1] as const;\nexport const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;\nexport const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;\n\n/** CSS string form of EASE_OUT for inline style transitions. */\nexport const EASE_OUT_CSS = \"cubic-bezier(0.16, 1, 0.3, 1)\";\n\n/** Press feedback on buttons and other tappable surfaces. */\nexport const SPRING_PRESS = {\n  type: \"spring\",\n  stiffness: 500,\n  damping: 30,\n  mass: 0.6,\n} as const;\n\n/** Content swaps — label/icon slots trading places inside a control. */\nexport const SPRING_SWAP = {\n  type: \"spring\",\n  stiffness: 460,\n  damping: 30,\n  mass: 0.55,\n} as const;\n\n/** Overlay panel entrances — modals and sheets summoned by pointer. */\nexport const SPRING_PANEL = {\n  type: \"spring\",\n  stiffness: 420,\n  damping: 40,\n  mass: 0.5,\n} as const;\n\n/** Shared-layout glides — pills, indicators and panels morphing between positions. */\nexport const SPRING_LAYOUT = {\n  type: \"spring\",\n  stiffness: 360,\n  damping: 32,\n  mass: 0.6,\n} as const;\n\n/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */\nexport const SPRING_MOUSE = {\n  stiffness: 200,\n  damping: 15,\n  mass: 0.3,\n} as const;\n\n/** Dragged handles and fills (sliders) — critically damped `useSpring` config,\n * so the value follows the pointer butterily and never rebounds off an end. */\nexport const SPRING_GLIDE = {\n  stiffness: 700,\n  damping: 50,\n  mass: 0.5,\n} as const;\n"},{"path":"lib/hooks/use-dismiss.ts","type":"registry:hook","target":"@lib/hooks/use-dismiss.ts","content":"\"use client\";\n\nimport { type RefObject, useEffect } from \"react\";\n\n/**\n * What the dismissing gesture does to the control it landed on.\n *\n * `\"pass-through\"` is the platform norm (native popover light-dismiss): the\n * tap closes the overlay *and* activates whatever was under it. Use\n * `\"consume\"` where the open overlay sits over or beside controls that would\n * be costly to trigger by accident — the dismissal then swallows the\n * activation too, so the gesture only closes.\n */\nexport type DismissBehavior = \"pass-through\" | \"consume\";\n\nexport interface DismissOptions {\n  /** Default `\"pass-through\"`. */\n  behavior?: DismissBehavior;\n  /** Dismiss on Escape as well. Default true. */\n  escape?: boolean;\n  /** Return true for an outside target that should *not* dismiss. Must be stable. */\n  ignore?: (target: Element) => boolean;\n}\n\n/**\n * What every currently open dismiss scope counts as inside itself. A consumed\n * dismissal reads this to tell a stray gesture from one that belongs to an\n * overlay in front of it: overlays have no shared z-order to consult, but the\n * one the gesture landed in has said as much by registering it.\n */\nconst openScopes = new Set<(target: Element) => boolean>();\n\nfunction claimedByAnotherScope(\n  self: (target: Element) => boolean,\n  target: Element,\n) {\n  for (const scope of openScopes) {\n    if (scope !== self && scope(target)) return true;\n  }\n  return false;\n}\n\n// preventDefault on pointerdown does not suppress the click that follows, so\n// consuming a gesture means swallowing that click itself. The swallower\n// deliberately outlives the effect that installed it — the dismissal it\n// belongs to has already unmounted or re-rendered by the time the click lands.\n// It releases on that click, or on the next gesture if the pointer is dragged\n// away and no click ever arrives, so it can never eat a later one. A keydown\n// releases it too: a gesture that ends with neither a click nor a cancel would\n// otherwise leave it armed, and the click Enter synthesizes on some focused\n// control is not the one this dismissal was owed.\nfunction consumeActivation(source: Event) {\n  const swallow = (event: MouseEvent) => {\n    event.preventDefault();\n    event.stopPropagation();\n    release();\n  };\n  const restart = (event: Event) => {\n    if (event !== source) release();\n  };\n  const release = () => {\n    window.removeEventListener(\"click\", swallow, true);\n    window.removeEventListener(\"pointerdown\", restart, true);\n    window.removeEventListener(\"pointercancel\", restart, true);\n    window.removeEventListener(\"keydown\", release, true);\n  };\n  window.addEventListener(\"click\", swallow, true);\n  window.addEventListener(\"pointerdown\", restart, true);\n  window.addEventListener(\"pointercancel\", restart, true);\n  window.addEventListener(\"keydown\", release, true);\n}\n\n/**\n * Close an open overlay on Escape or a pointerdown outside `ref`. Pass `null`\n * for `ref` when what counts as inside isn't one element, and say so with\n * `ignore` instead.\n *\n * The pointerdown listener is capture-phase: a bubble-phase one is blinded by\n * any handler in between that stops propagation, and an overlay cannot know\n * what it is layered over. `onDismiss` and `ignore` must be stable (wrap in\n * useCallback) so the listeners aren't re-bound every render while open.\n */\nexport function useDismiss(\n  open: boolean,\n  onDismiss: () => void,\n  ref: RefObject<HTMLElement | null> | null,\n  {\n    behavior = \"pass-through\",\n    escape: dismissOnEscape = true,\n    ignore,\n  }: DismissOptions = {},\n) {\n  useEffect(() => {\n    if (!open) return;\n    const inside = (target: Element) =>\n      Boolean(ref?.current?.contains(target)) || Boolean(ignore?.(target));\n    const onKey = (event: KeyboardEvent) => {\n      if (dismissOnEscape && event.key === \"Escape\") onDismiss();\n    };\n    const onPointer = (event: PointerEvent) => {\n      const target = event.target as Element | null;\n      if (!target || inside(target)) return;\n      // Outside this overlay, but inside one that is also open: the gesture is\n      // that overlay's to answer, and swallowing its click from behind would\n      // cost the user the control they actually aimed at.\n      if (behavior === \"consume\" && !claimedByAnotherScope(inside, target)) {\n        consumeActivation(event);\n      }\n      onDismiss();\n    };\n    openScopes.add(inside);\n    window.addEventListener(\"keydown\", onKey);\n    window.addEventListener(\"pointerdown\", onPointer, true);\n    return () => {\n      openScopes.delete(inside);\n      window.removeEventListener(\"keydown\", onKey);\n      window.removeEventListener(\"pointerdown\", onPointer, true);\n    };\n  }, [open, onDismiss, ref, behavior, dismissOnEscape, ignore]);\n}\n"},{"path":"lib/hooks/use-hover-gesture.ts","type":"registry:hook","target":"@lib/hooks/use-hover-gesture.ts","content":"\"use client\";\n\nimport { useMemo, useRef } from \"react\";\nimport { isHoveringPointer } from \"@/lib/touch\";\n\ninterface BoundaryEvent {\n  pointerId: number;\n  pointerType: string;\n  buttons: number;\n}\n\nexport interface HoverGesture {\n  /** True when this enter starts a hover: the pointer arrived resting, not pressing. */\n  enter: (event: BoundaryEvent) => boolean;\n  /** True when this leave ends a hover that entered as one. */\n  leave: (event: BoundaryEvent) => boolean;\n}\n\n/**\n * Pairs a surface's enter with its leave, per pointer.\n *\n * `isHoveringPointer` answers the question the *enter* asks — is this pointer\n * resting on the surface or pressing it — and both boundary cases go wrong if\n * the leave is asked the same question again:\n *\n * - A pen with no hover never rests. It arrives in contact, taps, and the spec\n *   then requires its boundary events after `pointerup`, so the leave carries\n *   `buttons: 0` and reads as a mouse gliding off. Hover teardown then undid\n *   the tap — the panel the pen had just opened closed under it.\n * - A mouse pressed on the surface and dragged off leaves with `buttons: 1`.\n *   Skipping teardown there strands the surface open: the release happens\n *   outside, and no second leave ever comes.\n *\n * So the state a hover holds is released by the pointer that took it, whatever\n * the buttons say at the boundary, and a pointer that arrived in contact never\n * took it in the first place. Contact is the exception tracked here, not\n * hover: a leave from a pointer this surface never saw enter — mounted under\n * the cursor, say — still counts, since the alternative is state with no way\n * out.\n */\nexport function useHoverGesture(): HoverGesture {\n  const contact = useRef(new Set<number>());\n\n  return useMemo(\n    () => ({\n      enter: (event) => {\n        if (isHoveringPointer(event)) {\n          contact.current.delete(event.pointerId);\n          return true;\n        }\n        contact.current.add(event.pointerId);\n        return false;\n      },\n      leave: (event) => {\n        const arrivedInContact = contact.current.delete(event.pointerId);\n        return !arrivedInContact && event.pointerType !== \"touch\";\n      },\n    }),\n    [],\n  );\n}\n"},{"path":"lib/hooks/use-tap-gesture.ts","type":"registry:hook","target":"@lib/hooks/use-tap-gesture.ts","content":"\"use client\";\n\nimport { useMemo, useRef } from \"react\";\n\n/** What a pointerdown recorded, read back by the click that ends its gesture. */\nexport interface TapRecord<S> {\n  /** Which input started the gesture. */\n  pointerType: string;\n  /** What the surface was showing when it started. */\n  state: S;\n}\n\nexport interface TapGesture<S> {\n  /** Record the gesture a pointerdown starts, with the state it starts in. */\n  start: (event: { pointerType: string }, state: S) => void;\n  /** Read the record and clear it. `null` when no pointer is behind this click. */\n  take: () => TapRecord<S> | null;\n  /** Drop the record: this gesture will never spend it on a click. */\n  drop: () => void;\n}\n\n/**\n * The pointer gesture behind a click, recorded where the click cannot report\n * it. A `click` carries no `pointerType` in the engines that matter, so the\n * `pointerdown` before it is the only thing that says which input activated\n * the control — and whether one did at all, since keyboard activation\n * synthesizes a click with no pointer behind it.\n *\n * State goes in with the record because a click reports that no better: a\n * browser that focuses a control on contact can open the very panel the tap\n * was meant to open, and reading \"is it open\" at click time then undoes it.\n * What the gesture started against is what it acts on.\n *\n * The record is spent by one click and dropped by everything else, because a\n * record that outlives its gesture is worse than none:\n *\n * - A scroll or an OS gesture takes the touch away — `pointercancel`, no click\n *   ever — and the finger would sit in the record until some later click.\n * - That later click is often `Enter` on a keyboard, which arrives with no\n *   pointerdown of its own and would inherit the abandoned finger. A keydown\n *   is the start of a keyboard activation and never part of a tap, so it drops\n *   the record too.\n *\n * Both ends have to be wired by the surface: `drop` on `onPointerCancel` and\n * on `onKeyDown`.\n */\nexport function useTapGesture<S>(): TapGesture<S> {\n  const record = useRef<TapRecord<S> | null>(null);\n\n  return useMemo(\n    () => ({\n      start: (event, state) => {\n        record.current = { pointerType: event.pointerType, state };\n      },\n      take: () => {\n        const spent = record.current;\n        record.current = null;\n        return spent;\n      },\n      drop: () => {\n        record.current = null;\n      },\n    }),\n    [],\n  );\n}\n"},{"path":"lib/utils.ts","type":"registry:lib","target":"@lib/utils.ts","content":"import { clsx, type ClassValue } from \"clsx\"\nimport { twMerge } from \"tailwind-merge\"\n\nexport function cn(...inputs: ClassValue[]) {\n  return twMerge(clsx(inputs))\n}\n"},{"path":"lib/touch.ts","type":"registry:lib","target":"@lib/touch.ts","content":"// Shared touch primitives. iOS and iPadOS run their own gestures on top of the\n// page — the long-press selection callout and the selection it drags in with\n// it — and they win: once the platform claims a touch it cancels ours\n// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own\n// their gesture have to opt out.\n//\n// What the two classes below cover, precisely:\n// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:\n//   it is not a property other engines have, so it is inert everywhere else.\n// - `user-select: none` stops the long-press selection on every engine,\n//   Android included, and stops a drag from painting a selection under the\n//   cursor. It is inherited, so it reaches every descendant — which is why the\n//   two classes differ only in whether they apply it unconditionally.\n// What neither covers:\n// - Chrome for Android's long-press menu on a link or an image. No CSS\n//   suppresses it; a gesture surface that wraps one needs its own\n//   `onContextMenu` with `preventDefault()`.\n// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is\n//   not inherited and plain divs and buttons are not drag sources, so setting\n//   it on the surface does nothing — the child itself needs `draggable={false}`.\n\n/**\n * Classes for a surface that *is* the control: a thumb, a drum, a stage, a\n * handle, a hold button. Selection is suppressed on every input, because a\n * drag that highlights the control's own label is wrong on a mouse too.\n * Compose with `touch-none` when the surface also owns the scroll axis — leave\n * it off when the page must still scroll from there.\n */\nexport const TOUCH_GESTURE_CLASS = \"select-none [-webkit-touch-callout:none]\";\n\n/**\n * The same opt-out for a gesture surface that wraps content the consumer owns:\n * a scroller, a context-menu trigger, a sheet header, a list row. Selection is\n * suppressed only where the platform runs its own press gestures — a coarse\n * pointer — so a mouse user can still select and copy that content. If the\n * gesture itself would paint a selection under the cursor, add `select-none`\n * for the duration of the gesture rather than reaching for\n * `TOUCH_GESTURE_CLASS`.\n *\n * `pointer: coarse` describes the *primary* pointer and nothing else, so a\n * hybrid machine reads it wrong in both directions: a tablet with a mouse\n * plugged in keeps touch as primary and loses mouse selection, and a laptop\n * with a touchscreen keeps the mouse as primary and leaves selection live\n * under a finger. No media query can answer per interaction — the query is\n * about the device, and the question is about the gesture in progress. The\n * default stays here because it is right on the machines that are one thing or\n * the other, and losing a selection is a nuisance; where the miss costs a\n * *gesture* instead, the surface pairs it with `holdSelection` on the press.\n */\nexport const TOUCH_GESTURE_CONTENT_CLASS =\n  \"[-webkit-touch-callout:none] pointer-coarse:select-none\";\n\n/**\n * Grow a small control's *hit area* to at least 44×44px (WCAG 2.5.5, Apple\n * HIG) on a coarse pointer, without changing what it looks like or the space\n * it takes in layout. An invisible `::after` box, centered on the control and\n * `max(100%, 2.75rem)` on each axis, catches the taps: a 32px icon button\n * reaches 6px past each edge, a wide 40px button only grows vertically, and a\n * control already 44px or larger is left as it is. Hit-testing a pseudo\n * element lands on its owner, so handlers, focus and `:active` all behave.\n *\n * Mouse and trackpad rendering is untouched — nothing here applies outside\n * `pointer: coarse`. Requirements on the element it goes on:\n * - It must be the containing block: add `relative` (and keep it mergeable, so\n *   a consumer's `absolute` still wins through `cn`).\n * - It must not clip itself (`overflow-hidden`), or the overhang is clipped\n *   away along with its hit area.\n * - It must render children: `<input>` and other void elements have no\n *   `::after`. Put it on the wrapper or label instead.\n * - It must not already use `::after` for something visible.\n *\n * Centered 44px means two 32px buttons with a 4px gap overlap by 8px; the\n * later one wins that strip, which still ends well short of the earlier\n * button's visual center. Below a ~32px pitch the later neighbour starts\n * eating into that center — use `TOUCH_TARGET_Y_CLASS` for such dense rows.\n *\n * The overhang is real geometry: inside a scroll container it counts as\n * scrollable overflow, so a control flush against a scroller's edge can add a\n * few pixels of scroll on touch screens. Give such a scroller a little padding\n * on that side.\n */\nexport const TOUCH_TARGET_CLASS =\n  \"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-['']\";\n\n/**\n * `TOUCH_TARGET_CLASS` on the vertical axis only, for controls packed tighter\n * than ~32px apart in a row (pagination dots, dense swatches), where growing\n * sideways would hand most of each control to its neighbour. Same rules.\n */\nexport const TOUCH_TARGET_Y_CLASS =\n  \"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-['']\";\n\n/**\n * Suppress selection on `element` for as long as a gesture is running on it,\n * whatever the primary pointer of the machine happens to be. Returns the\n * release. Inline, so it wins over the class above and is gone again the\n * moment the gesture ends.\n *\n * For the press gestures a native selection would otherwise steal — a\n * long-press that opens a menu. Elsewhere prefer the classes: a surface that\n * takes selection away for the whole session is a surface whose text nobody\n * can copy.\n */\nexport function holdSelection(element: HTMLElement) {\n  element.style.setProperty(\"user-select\", \"none\");\n  element.style.setProperty(\"-webkit-user-select\", \"none\");\n  return () => {\n    element.style.removeProperty(\"user-select\");\n    element.style.removeProperty(\"-webkit-user-select\");\n  };\n}\n\n/**\n * Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer\n * is already gone by the time the handler runs — routine on iOS, where the\n * system can claim the touch first — and an uncaught throw takes the rest of\n * the handler, the gesture included, down with it. Touch pointers carry\n * implicit capture anyway, so losing it is never fatal.\n */\nexport function capturePointer(element: Element, pointerId: number) {\n  try {\n    element.setPointerCapture(pointerId);\n  } catch {\n    // Pointer is no longer active — implicit capture still applies on touch.\n  }\n}\n\n/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */\nexport function releasePointer(element: Element, pointerId: number) {\n  try {\n    if (element.hasPointerCapture(pointerId)) {\n      element.releasePointerCapture(pointerId);\n    }\n  } catch {\n    // Capture was already dropped by the browser.\n  }\n}\n\n/**\n * Whether this event came from a pointer that is *hovering*: not a touch, and\n * not currently pressed. Which input the user is holding right now is not\n * something a device capability can answer — a touchscreen laptop hovers and\n * taps, and iPadOS reports a fine hovering pointer for a finger — so both\n * paths stay live and each handler branches on the event it was given.\n *\n * A pen resting on the glass is making contact, not hovering: `buttons` is the\n * tell, and it sends a pen tap down the same route a finger takes.\n *\n * This answers what an *enter* asks. A leave is the other half of a pair and\n * has to be read against the enter that started it — `useHoverGesture` in\n * `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it\n * rather than asking this question twice.\n */\nexport const isHoveringPointer = (event: {\n  pointerType: string;\n  buttons: number;\n}) => event.pointerType !== \"touch\" && event.buttons === 0;\n"}]}