Fix GradientBlinds scroll drift on mobile
- Added isMobile detection (<= 768px) in GradientBlinds.tsx - Updated onPointerMove to calculate container-relative coordinates immediately on mobile - Updated animation loop to skip scroll-based target updates on mobile - Prevents spotlight from drifting across the background during scroll inertia on mobile devices Co-authored-by: ragusa-it <196988693+ragusa-it@users.noreply.github.com>
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@@ -66,6 +66,7 @@ const GradientBlinds: React.FC<GradientBlindsProps> = ({
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const mouseTargetRef = useRef<[number, number]>([0, 0]);
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const mouseTargetRef = useRef<[number, number]>([0, 0]);
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// Optimization: store raw pointer position (viewport coords) to decouple event handling from calculation
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// Optimization: store raw pointer position (viewport coords) to decouple event handling from calculation
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const pointerPosRef = useRef<{ x: number; y: number } | null>(null);
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const pointerPosRef = useRef<{ x: number; y: number } | null>(null);
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const isMobileRef = useRef<boolean>(false);
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const lastTimeRef = useRef<number>(0);
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const lastTimeRef = useRef<number>(0);
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const firstResizeRef = useRef<boolean>(true);
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const firstResizeRef = useRef<boolean>(true);
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const rectRef = useRef<DOMRect | null>(null);
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const rectRef = useRef<DOMRect | null>(null);
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@@ -283,6 +284,7 @@ void main() {
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const rect = container.getBoundingClientRect();
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const rect = container.getBoundingClientRect();
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rectRef.current = rect;
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rectRef.current = rect;
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if (typeof window !== 'undefined') {
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if (typeof window !== 'undefined') {
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isMobileRef.current = window.innerWidth <= 768;
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scrollPosRef.current = { x: window.scrollX, y: window.scrollY };
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scrollPosRef.current = { x: window.scrollX, y: window.scrollY };
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}
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}
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renderer.setSize(rect.width, rect.height);
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renderer.setSize(rect.width, rect.height);
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@@ -311,7 +313,30 @@ void main() {
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ro.observe(container);
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ro.observe(container);
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const onPointerMove = (e: PointerEvent) => {
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const onPointerMove = (e: PointerEvent) => {
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if (isMobileRef.current) {
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// On mobile, calculate relative position immediately and store in target.
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// This prevents the "ghost drift" effect when scrolling with inertia after lifting finger,
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// because we won't be updating the target based on scroll position in the loop.
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const scale = (renderer as unknown as { dpr?: number }).dpr || 1;
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let x, y;
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if (rectRef.current) {
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const dx = window.scrollX - scrollPosRef.current.x;
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const dy = window.scrollY - scrollPosRef.current.y;
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const rectLeft = rectRef.current.left - dx;
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const rectTop = rectRef.current.top - dy;
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x = (e.clientX - rectLeft) * scale;
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y = (rectRef.current.height - (e.clientY - rectTop)) * scale;
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} else {
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const rect = canvas.getBoundingClientRect();
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x = (e.clientX - rect.left) * scale;
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y = (rect.height - (e.clientY - rect.top)) * scale;
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}
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mouseTargetRef.current = [x, y];
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pointerPosRef.current = null; // Ensure loop doesn't override
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} else {
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pointerPosRef.current = { x: e.clientX, y: e.clientY };
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pointerPosRef.current = { x: e.clientX, y: e.clientY };
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}
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};
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};
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const loop = (t: number) => {
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const loop = (t: number) => {
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