feat(web): redesign Overview as the homepage with a living graph backdrop
Overview replaces Tasks as the default route: a centered new-task entry with live fleet metrics, a scrollable/filterable task table, and an ambient canvas rendering of the real entity graph (autonomous camera drift + mouse parallax) behind it. Tasks sidebar entry is removed; its status-bucketing logic moves to lib/tasks.ts for reuse. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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233
web/src/lib/components/GraphBackground.svelte
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233
web/src/lib/components/GraphBackground.svelte
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<script lang="ts">
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import { onMount } from 'svelte'
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import { forceSimulation, forceLink, forceManyBody, forceCenter, forceCollide, type Simulation } from 'd3-force'
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import { fetchGraph, type Health } from '$lib/api'
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import { mode } from 'mode-watcher'
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// Ambient, non-interactive knowledge-graph backdrop. Purely decorative: the
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// host places this behind the page with pointer-events:none, so it never
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// steals clicks. The "alive" feeling comes entirely from the camera (slow
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// autonomous drift + mouse parallax + per-node depth), NOT from a live force
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// sim — we warm the layout up once, freeze it, then just pan a static field.
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interface SimNode {
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id: string
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slug: string
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degree: number
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z: number // depth in [0,1] for parallax
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x?: number
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y?: number
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fx?: number | null
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fy?: number | null
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}
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interface SimLink {
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source: string | SimNode
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target: string | SimNode
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}
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let host = $state<HTMLDivElement | null>(null)
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let canvas = $state<HTMLCanvasElement | null>(null)
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let nodes: SimNode[] = []
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let links: SimLink[] = []
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let health: Record<string, Health> = {}
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// World bounds the layout is centered in; camera pans within.
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const WORLD = 1400
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const MAX_NODES = 260
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const healthColor: Record<Health, string> = {
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healthy: '#3fb950',
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degraded: '#d29922',
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down: '#f85149',
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unknown: '#8b949e'
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}
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function nodeRadius(n: SimNode): number {
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return 3 + Math.min(Math.sqrt(n.degree) * 1.4, 7)
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}
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async function loadGraph() {
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const graph = await fetchGraph({ depth: 3, includeStatus: true })
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if (!graph) return
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health = graph.health ?? {}
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// degree by id, edges reference slugs
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const idBySlug = new Map(graph.nodes.map((n) => [n.slug, n.id]))
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const degree = new Map<string, number>()
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for (const e of graph.edges) {
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const s = idBySlug.get(e.source) ?? e.source
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const t = idBySlug.get(e.target) ?? e.target
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degree.set(s, (degree.get(s) ?? 0) + 1)
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degree.set(t, (degree.get(t) ?? 0) + 1)
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}
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let all: SimNode[] = graph.nodes.map((n) => ({
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id: n.id,
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slug: n.slug,
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degree: degree.get(n.id) ?? 0,
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z: Math.random()
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}))
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// Cap to the most-connected nodes so large graphs stay cheap.
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if (all.length > MAX_NODES) {
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all = [...all].sort((a, b) => b.degree - a.degree).slice(0, MAX_NODES)
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}
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const keep = new Set(all.map((n) => n.id))
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nodes = all
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links = graph.edges
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.map((e) => ({ source: idBySlug.get(e.source) ?? e.source, target: idBySlug.get(e.target) ?? e.target }))
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.filter((l) => keep.has(l.source as string) && keep.has(l.target as string))
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warmUpLayout()
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}
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// Run the sim to a settled state without rendering each tick, then freeze.
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function warmUpLayout() {
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const sim: Simulation<SimNode, SimLink> = forceSimulation(nodes)
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.force('link', forceLink<SimNode, SimLink>(links).id((n) => n.id).distance(60).strength(0.5))
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.force('charge', forceManyBody().strength(-140).distanceMax(360))
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.force('center', forceCenter(0, 0))
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.force('collide', forceCollide<SimNode>((n) => nodeRadius(n) + 6))
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.stop()
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const ticks = Math.min(400, Math.max(120, nodes.length * 2))
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for (let i = 0; i < ticks; i++) sim.tick()
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sim.stop()
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}
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// ─── camera + render loop ───────────────────────────────────────────────
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let cam = { x: 0, y: 0 } // eased mouse-parallax offset
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let targetCam = { x: 0, y: 0 }
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let timer: ReturnType<typeof setTimeout> | 0 = 0
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let dpr = 1
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let w = 0
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let h = 0
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function onPointerMove(e: PointerEvent) {
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if (!host) return
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const rect = host.getBoundingClientRect()
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const nx = (e.clientX - rect.left) / rect.width - 0.5 // -0.5..0.5
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const ny = (e.clientY - rect.top) / rect.height - 0.5
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targetCam = { x: -nx * 90, y: -ny * 90 } // small parallax nudge
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}
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function resize() {
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if (!host || !canvas) return
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dpr = Math.min(window.devicePixelRatio || 1, 2)
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w = host.clientWidth
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h = host.clientHeight
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canvas.width = Math.round(w * dpr)
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canvas.height = Math.round(h * dpr)
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}
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function colorForNode(n: SimNode): string {
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return healthColor[health[n.id] ?? 'unknown']
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}
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// Driven by setTimeout rather than requestAnimationFrame: some embedding
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// contexts (iframed previews, backgrounded-but-visible panes) report
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// document.hidden = true and browsers fully suspend rAF callbacks there,
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// which would freeze this canvas forever. setTimeout keeps ticking
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// regardless, and ~30fps is plenty for a slow ambient drift.
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function draw(t: number) {
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timer = setTimeout(() => draw(performance.now()), 33)
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if (!canvas) return
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const ctx = canvas.getContext('2d')
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if (!ctx) return
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// ease parallax toward target
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cam.x += (targetCam.x - cam.x) * 0.05
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cam.y += (targetCam.y - cam.y) * 0.05
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// autonomous drift (Lissajous pan + breathing zoom)
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const ts = t / 1000
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const driftX = Math.sin(ts * 0.05) * 70 + Math.sin(ts * 0.017) * 40
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const driftY = Math.cos(ts * 0.043) * 60 + Math.sin(ts * 0.023) * 30
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const zoom = 0.82 + Math.sin(ts * 0.03) * 0.03
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const dark = mode.current !== 'light'
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
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ctx.clearRect(0, 0, w, h)
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const cx = w / 2
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const cy = h / 2
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// project a world point to screen, applying per-depth parallax
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function project(px: number, py: number, z: number) {
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const par = 0.5 + z // nearer nodes (higher z) move more
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const ox = (driftX + cam.x) * par
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const oy = (driftY + cam.y) * par
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return { x: cx + (px + ox) * zoom, y: cy + (py + oy) * zoom }
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}
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// edges
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ctx.lineWidth = 1
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ctx.strokeStyle = dark ? 'rgba(140,175,230,0.28)' : 'rgba(60,90,140,0.22)'
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ctx.beginPath()
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for (const l of links) {
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const s = l.source as SimNode
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const tg = l.target as SimNode
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if (s.x == null || tg.x == null) continue
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const z = (s.z + tg.z) / 2
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const a = project(s.x, s.y!, z)
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const b = project(tg.x, tg.y!, z)
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ctx.moveTo(a.x, a.y)
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ctx.lineTo(b.x, b.y)
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}
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ctx.stroke()
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// nodes (glow via radial gradient, cheap enough at this count)
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for (const n of nodes) {
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if (n.x == null || n.y == null) continue
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const p = project(n.x, n.y, n.z)
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const r = nodeRadius(n) * zoom * (0.7 + n.z * 0.6)
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const col = colorForNode(n)
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const glow = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, r * 3.2)
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glow.addColorStop(0, hexA(col, dark ? 0.45 : 0.32))
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glow.addColorStop(1, hexA(col, 0))
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ctx.fillStyle = glow
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ctx.beginPath()
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ctx.arc(p.x, p.y, r * 3.2, 0, Math.PI * 2)
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ctx.fill()
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ctx.fillStyle = hexA(col, dark ? 0.7 : 0.55)
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ctx.beginPath()
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ctx.arc(p.x, p.y, r, 0, Math.PI * 2)
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ctx.fill()
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}
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// legibility scrim: dim only the center band where the UI sits, taper to
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// ~nothing at the edges so the graph (and its connections) stay visible
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// in the margins instead of being crushed everywhere equally.
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const scrim = ctx.createRadialGradient(cx, cy, 0, cx, cy, Math.hypot(cx, cy))
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const base = dark ? '13,17,23' : '255,255,255'
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scrim.addColorStop(0, `rgba(${base},0.68)`)
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scrim.addColorStop(0.45, `rgba(${base},0.32)`)
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scrim.addColorStop(1, `rgba(${base},0.02)`)
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ctx.fillStyle = scrim
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ctx.fillRect(0, 0, w, h)
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}
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// "#rrggbb" + alpha -> rgba()
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function hexA(hex: string, a: number): string {
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const n = parseInt(hex.slice(1), 16)
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return `rgba(${(n >> 16) & 255},${(n >> 8) & 255},${n & 255},${a})`
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}
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onMount(() => {
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loadGraph()
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resize()
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const ro = new ResizeObserver(resize)
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if (host) ro.observe(host)
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window.addEventListener('pointermove', onPointerMove)
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timer = setTimeout(() => draw(performance.now()), 33)
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return () => {
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clearTimeout(timer)
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ro.disconnect()
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window.removeEventListener('pointermove', onPointerMove)
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}
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})
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</script>
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<div bind:this={host} class="pointer-events-none absolute inset-0 overflow-hidden">
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<canvas bind:this={canvas} class="h-full w-full"></canvas>
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</div>
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