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Function SpinnerAnimationRow

src/components/Spinner/SpinnerAnimationRow.tsx:81–231  ·  view source on GitHub ↗
({
  mode,
  reducedMotion,
  hasActiveTools,
  responseLengthRef,
  message,
  messageColor,
  shimmerColor,
  overrideColor,
  loadingStartTimeRef,
  totalPausedMsRef,
  pauseStartTimeRef,
  spinnerSuffix,
  verbose,
  columns,
  hasRunningTeammates,
  teammateTokens,
  foregroundedTeammate,
  leaderIsIdle = false,
  thinkingStatus,
  effortSuffix
}: SpinnerAnimationRowProps)

Source from the content-addressed store, hash-verified

79 * and tip/tree subtrees out of the hot animation path.
80 */
81export function SpinnerAnimationRow({
82 mode,
83 reducedMotion,
84 hasActiveTools,
85 responseLengthRef,
86 message,
87 messageColor,
88 shimmerColor,
89 overrideColor,
90 loadingStartTimeRef,
91 totalPausedMsRef,
92 pauseStartTimeRef,
93 spinnerSuffix,
94 verbose,
95 columns,
96 hasRunningTeammates,
97 teammateTokens,
98 foregroundedTeammate,
99 leaderIsIdle = false,
100 thinkingStatus,
101 effortSuffix
102}: SpinnerAnimationRowProps): React.ReactNode {
103 const [viewportRef, time] = useAnimationFrame(reducedMotion ? null : 50);
104
105 // === Elapsed time (wall-clock, derived from refs each frame) ===
106 const now = Date.now();
107 const elapsedTimeMs = pauseStartTimeRef.current !== null ? pauseStartTimeRef.current - loadingStartTimeRef.current - totalPausedMsRef.current : now - loadingStartTimeRef.current - totalPausedMsRef.current;
108
109 // Track wall-clock turn start for teammates. While a swarm is running the
110 // leader's elapsedTimeMs may jump around (new API calls reset
111 // loadingStartTimeRef; pauses freeze it), so we anchor to the earliest
112 // derived start seen so far. When no teammates are running this just tracks
113 // derivedStart every frame, effectively resetting for the next swarm.
114 const derivedStart = now - elapsedTimeMs;
115 const turnStartRef = useRef(derivedStart);
116 if (!hasRunningTeammates || derivedStart < turnStartRef.current) {
117 turnStartRef.current = derivedStart;
118 }
119
120 // === Animation derivations from `time` ===
121 const currentResponseLength = responseLengthRef.current;
122
123 // Suppress stall detection when leader is idle — responseLengthRef and
124 // hasActiveTools both track leader state. When viewing an active teammate
125 // while leader is idle, they'd otherwise flag a false stall after 3s.
126 // Treating leaderIsIdle like hasActiveTools resets the stall timer.
127 const {
128 isStalled,
129 stalledIntensity
130 } = useStalledAnimation(time, currentResponseLength, hasActiveTools || leaderIsIdle, reducedMotion);
131 const frame = reducedMotion ? 0 : Math.floor(time / 120);
132 const glimmerSpeed = mode === 'requesting' ? 50 : 200;
133 // message is stable within a turn; stringWidth is expensive enough (Bun native
134 // call per code point) to memoize explicitly across the 50ms loop.
135 const glimmerMessageWidth = useMemo(() => stringWidth(message), [message]);
136 const cycleLength = glimmerMessageWidth + 20;
137 const cyclePosition = Math.floor(time / glimmerSpeed);
138 const glimmerIndex = reducedMotion ? -100 : isStalled ? -100 : mode === 'requesting' ? cyclePosition % cycleLength - 10 : glimmerMessageWidth + 10 - cyclePosition % cycleLength;

Callers

nothing calls this directly

Calls 8

useAnimationFrameFunction · 0.85
useStalledAnimationFunction · 0.85
formatNumberFunction · 0.85
toRGBColorFunction · 0.85
interpolateColorFunction · 0.85
toInkColorFunction · 0.85
maxMethod · 0.80
formatDurationFunction · 0.50

Tested by

no test coverage detected