import { useEffect, useRef } from "react"; // The drifting icon field from the marketing site (owpengram-site's // BgIcons.vue), ported so the console's sign-in screen looks like the same // product rather than a different one. // // Same 28 particles, same sizes, speeds, opacities and repulsion as the // original -- this is meant to match, not to be a second interpretation of the // idea. // Inner markup for each icon, drawn as strokes on a 24x24 viewBox. These are // source constants, never anything a user supplied, which is what makes // injecting them as HTML below safe. const ICON_PATHS = [ ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``, `` ]; const PARTICLE_COUNT = 28; type Particle = { x: number; y: number; vx: number; vy: number; size: number; rot: number; rotSpeed: number; }; export function BgIcons() { const hostRef = useRef(null); useEffect(() => { const host = hostRef.current; if (!host) return; // Someone who asked the system for less motion gets a still field rather // than twenty-eight things drifting across their screen. if (window.matchMedia?.("(prefers-reduced-motion: reduce)").matches) { return; } const nodes = Array.from(host.querySelectorAll(".bg-icon")); let particles: Particle[] = []; function seed() { const w = window.innerWidth; const h = window.innerHeight; const margin = 60; particles = nodes.map((node) => { const size = 22 + Math.random() * 30; node.style.width = `${size}px`; node.style.height = `${size}px`; node.style.opacity = String(0.18 + Math.random() * 0.12); return { x: margin + Math.random() * Math.max(1, w - margin * 2), y: margin + Math.random() * Math.max(1, h - margin * 2), vx: (Math.random() - 0.5) * 0.3, vy: (Math.random() - 0.5) * 0.3, size, rot: Math.random() * 360, rotSpeed: (Math.random() - 0.5) * 0.08 }; }); } let frame = 0; function tick() { const w = window.innerWidth; const h = window.innerHeight; for (let i = 0; i < particles.length; i++) { const a = particles[i]; a.x += a.vx; a.y += a.vy; a.rot += a.rotSpeed; // Bounce off the viewport edges so the field stays on screen. const half = a.size / 2; if (a.x < half) { a.x = half; a.vx *= -1; } if (a.x > w - half) { a.x = w - half; a.vx *= -1; } if (a.y < half) { a.y = half; a.vy *= -1; } if (a.y > h - half) { a.y = h - half; a.vy *= -1; } // Gentle mutual repulsion: without it the drift eventually clumps the // icons into a corner and the field stops reading as a field. for (let j = i + 1; j < particles.length; j++) { const b = particles[j]; const dx = b.x - a.x; const dy = b.y - a.y; const dist = Math.sqrt(dx * dx + dy * dy); const minDist = (a.size + b.size) / 2 + 20; if (dist < minDist && dist > 0.01) { const force = ((minDist - dist) / minDist) * 0.02; const nx = dx / dist; const ny = dy / dist; a.vx -= nx * force; a.vy -= ny * force; b.vx += nx * force; b.vy += ny * force; } } } // Written straight to the nodes: this runs every frame, and putting 28 // positions through React state would re-render the sign-in form sixty // times a second to move some background art. for (let i = 0; i < nodes.length; i++) { const p = particles[i]; nodes[i].style.transform = `translate(${p.x}px, ${p.y}px) rotate(${p.rot}deg)`; } frame = requestAnimationFrame(tick); } seed(); frame = requestAnimationFrame(tick); window.addEventListener("resize", seed); return () => { cancelAnimationFrame(frame); window.removeEventListener("resize", seed); }; }, []); return ( ); }