trove/cn

Notification Stack

Notifications collapse into a pile with the edges underneath peeking out. Pull to fan them apart; throw one sideways and the rest close the gap, then restack.

Basic

Pull down to open. The separation tracks your finger and commits only past halfway, so a hesitant drag springs shut. Dismiss one and watch two beats: the gap closes, then depth re-ramps.

Notifications
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  • Deploy finished1m

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basic

Grouped by source

The job it was built for. One stack per app, each with its own collapsed state. Grouping stays in the caller, since a stack that owned it would need sorting and headers too.

GitHub
  • CI passed on #2181now

    18 checks in 4m 02s.

  • Review requested on #21798m

    Second approval needed.

  • Branch deleted: fix/tooltip20m

    Merged into main by chantel.

  • New issue: focus trap leaks1h

    Focus stays trapped after unmount.

Mail
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Calendar
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grouped

Controlled, and cleared

`expanded` driven from outside, and the other dismissal. A thrown card leaves sideways at the speed you released it. A cleared one falls backwards into the pile and blurs out there.

Incidents
  • p99 latency above 800msnow

    eu-west-1, firing for 4 minutes.

  • Rollback completed6m

    Reverted to build 1839.

  • Access review due3h

    11 accounts still unattested.

clearing

Install

Install the packages this component imports.

bun add motion lucide-react
Terminal

Also requires lib/utils.ts, lib/springs.ts (see Installation).

Source

Copy and paste the following code into your project.

"use client";

/**
 * NotificationStack: a persistent notification centre. Items collapse into a
 * pile and fan out on demand. The iOS lock screen's job, which Sonner does not
 * do. Sonner owns transient toasts and stops there.
 *
 * The motion is the component, so per `docs/design-system.md` this states the
 * choreography instead of running the playbook. There is one focal movement,
 * the collapse and fan-out, and everything below is its physics.
 *
 * - Each rung down the pile sits `PEEK` lower, smaller, dimmer, and blurrier.
 *   Four properties at once. The blur ramp is what makes a pile read as depth
 *   instead of three offset rectangles, and it is the part cheaper versions
 *   skip.
 * - Buried cards clip to the front card's height and fade their content out,
 *   so every peek is the same size whatever the cards underneath hold. Uniform
 *   peeks are the whole illusion.
 * - Dragging down separates the cards with saturating resistance, the same
 *   rubber band `elastic-slider` uses, so the collection shares one physical
 *   vocabulary. Releasing past `PULL_TO_COMMIT` finishes the opening. Below it
 *   the pile springs shut.
 * - An arriving card drops from above, the pile compresses into the contact
 *   and rebounds out of it, and the rungs give way `ARRIVE_IMPACT` later. On
 *   contact rather than on the event, so the sequence reads as cause and
 *   effect. They overshoot, because that is the only thing that says one card
 *   just became the second one.
 * - Dismissal has two exits because it has two causes. A thrown card leaves
 *   sideways at the speed it was released at. A dismissed one falls backwards
 *   along the pile's depth axis, past where any rung sits, and blurs out there.
 * - Dismissal is three beats, never one. The card leaves, the gap closes
 *   `DEPART_LEAD_*` behind it, the rest re-take their depth `RESTACK_LEAD_*`
 *   behind that. In one window a close reads as a blink.
 * - Both events scale to the state they happen in. Collapsed, an arrival is
 *   otherwise a text swap plus twelve pixels, and a gesture tuned for the open
 *   list disappears.
 *
 * Four departures from the house rules, each named where the rules ask:
 *
 * 1. `filter`, `clipPath`, and the stack's `height` animate rather than
 *    `transform`. None has a transform equivalent. Blur is not expressible as
 *    one, a `scaleY` crop would squash the buried card's corner radii into
 *    ellipses, and the container has to reserve the room it opens into or it
 *    overlaps the content below. All three resolve instantly under
 *    `useReducedMotion()`. The values stay, since the depth ramp is state
 *    rather than decoration. Only the travel goes.
 * 2. `LAND` and `THROW` are bespoke curves rather than tiers, under the
 *    gesture-and-physics exemption in `@/lib/springs`. A landing squash and a
 *    throw carrying pointer velocity are what that exemption covers.
 * 3. `MAX_PULL` and `PULL_DECAY` are the same, for the same reason.
 * 4. A buried card animates `opacity` on a nested element while its parent
 *    animates `opacity` too. The slab dims as a whole and its content leaves,
 *    and separating them lets the content go first.
 *
 * Hover does not separate the pile. Sonner already owns that gesture on a stack
 * of cards, and borrowing it is what would make this read as a Sonner reskin
 * rather than the persistent centre Sonner is not. The pull is the affordance,
 * and it is the one this pattern has on the device it comes from.
 */

import { type ReactNode, useCallback, useEffect, useLayoutEffect, useRef, useState } from "react";
import {
  AnimatePresence,
  animate,
  motion,
  type MotionValue,
  type PanInfo,
  type Transition,
  useMotionValue,
  useReducedMotion,
  useTransform,
} from "motion/react";
import { X } from "lucide-react";

import { cn } from "@/lib/utils";
import { easeOutStrong, spring } from "@/lib/springs";

/** How far below the card in front each buried card peeks out. */
const PEEK = 12;
/** Scale removed per rung down the pile. */
const DEPTH_SCALE = 0.045;
/** Blur added per rung, in px. Under 1px on purpose. A peek is only `PEEK`
 *  tall, and a blur tuned against a whole card turns that strip into a smudge. */
const DEPTH_BLUR = 0.9;
/** Row gap once the stack is open. */
const GAP = 8;
/** Corner radius of a card. Synced with `rounded-xl` by hand, because
 *  `clipPath` cannot read a Tailwind radius. */
const RADIUS = 12;
/** Bleed on the clip rect so an *unclipped* card keeps its shadow. `inset(0 …)`
 *  cuts it off at the border box. Buried cards get the opposite treatment and
 *  clip flush, since a shadow spreading sideways from behind the front card is
 *  what makes a pile read as a smudge. */
const CLIP_BLEED = 32;

/** Per-card delay as the stack opens, front card leading. */
const STAGGER = 0.022;
/** Closing is an exit, so it staggers at half the rate. */
const CLOSE_STAGGER = STAGGER / 2;
/** How long the gap-close leads the restack by, after a dismissal. */
const RESTACK_LEAD_OPEN = 0.09;
const RESTACK_LEAD_PILE = 0.14;

/**
 * Bespoke gesture curves, departures 2 and 3 above.
 *
 * `MAX_PULL` is normalised separation, where 1.0 is a fully previewed open. The
 * pull saturates towards it and never arrives, so every extra pixel returns
 * less than the last and the pile never feels like it stopped tracking the
 * finger. `PULL_DECAY` is the travel that buys the first half.
 */
const MAX_PULL = 1;
const PULL_DECAY = 110;
/** Extra separation, in px per rung, at a full pull. */
const PULL_SPREAD = 26;
/** Pointer travel that commits to the other state on release. */
const PULL_TO_COMMIT = 54;
/**
 * An arrival is two different events depending on where it lands.
 *
 * Open, the cards below travel a full card height and the arrival reads on that
 * alone. Collapsed, it is a text swap in place plus `PEEK` of growth, which is
 * sub-perceptual and registers as a blink. So the collapsed case gets a bigger
 * gesture rather than a longer one. Further to fall, deeper to compress, a real
 * overshoot on the rungs.
 */
const ARRIVE_DROP_OPEN = 10;
const ARRIVE_DROP_PILE = 22;
/** The card's own fall. Longer than any tier, on the playbook's reasoning for
 *  an arriving surface. This is occasional, not constant. */
const ARRIVE_PILE = { type: "spring", duration: 0.34, bounce: 0.2 } as const;
/**
 * Opacity finishes long before the transform. Sharing one curve leaves the
 * arriving card semi-transparent over the outgoing card's text for its first
 * frames, and two texts in one place is the artefact masked transitions exist
 * to avoid.
 */
const ARRIVE_FADE = { duration: 0.12, ease: easeOutStrong } as const;
/** How long after the card starts falling the pile feels it. The rungs give way
 *  on contact, not on the keystroke, which is what turns a simultaneous blur of
 *  movement into cause and effect. */
const ARRIVE_IMPACT = 0.11;
/** The rungs giving way. Bouncier than any tier on purpose, because the
 *  overshoot is the demotion. Without it the front card slides its 12px and
 *  nothing says it just became the second one. */
const ARRIVE_SETTLE = { type: "spring", duration: 0.26, bounce: 0.32 } as const;
/** Restacking content waits for its container to make room. The reverse is
 *  listed under Avoid in `docs/design-system.md`. */
const CONTENT_LEAD = 0.08;
/** Landing squash. Compresses *into* the contact and rebounds out of it rather
 *  than snapping to compressed and springing back. Something is falling onto
 *  the pile, so the load arrives over time. */
const LAND_DURATION = 0.42;
const LAND: Transition = {
  duration: LAND_DURATION,
  times: [0, 0.5, 1],
  ease: ["easeIn", easeOutStrong],
};
/** 2.5% of a collapsed pile is two pixels. The gesture scales to the object it
 *  happens to rather than sitting at one constant across both states. */
const SQUASH_OPEN = 0.975;
const SQUASH_PILE = 0.955;
/** A throw leaves at the speed it was released at, so it takes a velocity
 *  rather than a duration. `THROW_FADE` is tuned close to it, so the card does
 *  not go invisible long before the list has finished noticing it left. */
const THROW = { type: "spring", bounce: 0, duration: 0.32 } as const;
const THROW_FADE = 0.26;
/**
 * A card leaving under its own steam rather than under a thumb.
 *
 * Not `spring.quick.exit` at 100ms, the icon-crossfade tier: four sizes too
 * small for a whole surface, and a dismissal on it reads as a pop rather than
 * as something leaving. Still quicker than the arrival, which is the asymmetry
 * the tiers encode.
 */
const DEPART = { duration: 0.22, ease: easeOutStrong } as const;
/**
 * How far back it falls. Scale and blur are already this component's depth axis,
 * so a receding card travels *along* it, past where rung two sits, and reads as
 * going backwards into the stack rather than shrinking in place.
 *
 * Deliberately no `y`. Three ways to leave need three directions. A throw goes
 * sideways, a dismissal goes backwards, an arrival comes down.
 */
const DEPART_SCALE = 0.86;
const DEPART_BLUR = 8;
/**
 * The gap waits for the card to be on its way out. Closing it in the same frame
 * puts both inside one window and makes neither legible.
 *
 * Scaled to the state, for the reason `SQUASH_OPEN` gives. Open, rung one
 * climbs a whole card plus `GAP`. Collapsed it climbs `PEEK` plus the scale
 * gap, about 15px, and leads that separate three beats across 80px let them
 * fuse back into one at 15. The arrival branches this way in three places. The
 * departure was the last event still running open-state timing in both.
 */
const DEPART_LEAD_OPEN = 0.07;
const DEPART_LEAD_PILE = 0.1;
/**
 * The promotion, collapsed only. Mirror of `ARRIVE_SETTLE`. If an overshoot is
 * what says one card just became the second one, the card becoming the *first*
 * one needs that signal at least as badly, and at 15px of travel it has nothing
 * else. Open, the rung climbs a whole card and reads on distance alone, so it
 * stays on the tier.
 */
const RESTACK_PILE = { type: "spring", duration: 0.24, bounce: 0.26 } as const;
/** Horizontal travel that uncovers the rung behind the front card. Small, but
 *  not zero: a few pixels of slop while deciding to swipe should not flash the
 *  card underneath. */
const UNCOVER_TRAVEL = 6;
/** Either of these dismisses: far enough, or fast enough. */
const THROW_FRACTION = 0.4;
const THROW_VELOCITY = 500;

/** What the pile is recovering from. Arrivals and dismissals move the same
 *  slots and want different beats, and neither wants the beat a plain
 *  open/close would give them. */
type Settle = "idle" | "arriving" | "restacking";

interface NotificationItem {
  id: string;
  title: ReactNode;
  body?: ReactNode;
  /** Trailing timestamp or source, right-aligned against the title. */
  meta?: ReactNode;
  icon?: ReactNode;
}

/**
 * Saturating resistance, shared in shape with `elastic-slider`'s band.
 * `x / (x + decay)` approaches the ceiling without reaching it.
 */
function resist(travel: number) {
  const magnitude = Math.abs(travel);
  return Math.sign(travel) * MAX_PULL * (magnitude / (magnitude + PULL_DECAY));
}

/**
 * Deliberately shallow. A buried card is the same material as the front one,
 * only further back, and scale, blur, and the peek carry the depth. Fading hard
 * washes the card tone towards the surface behind it — the same failure
 * `design-system.md` warns about under "Surfaces must visibly step", arrived at
 * from the inside. The pile stops reading as separate planes and becomes one
 * smudge.
 */
function depthOpacity(depth: number) {
  if (depth === 0) return 1;
  return depth === 1 ? 0.9 : 0.72;
}

interface StackCardProps {
  item: NotificationItem;
  index: number;
  /** Rung in the collapsed pile, capped so a deep list doesn't keep receding. */
  depth: number;
  /** Beyond the cap: still mounted and still the same DOM, just not painted. */
  buried: boolean;
  expanded: boolean;
  dismissible: boolean;
  /** Normalised, resisted pull. Positive opens, negative closes. */
  pull: MotionValue<number>;
  /** Slot geometry, resolved by the parent from the measured heights. */
  slotY: number;
  clipBottom: number;
  /** Buried cards clip flush; the front card and every open card do not. */
  clipped: boolean;
  /** What the pile is recovering from, if anything. */
  settle: Settle;
  /** This card is the one behind a card being swiped off. Collapsed only. */
  uncovered: boolean;
  measured: boolean;
  reduceMotion: boolean;
  onHeight: (id: string, height: number) => void;
  onDismiss?: (id: string) => void;
  onPull: (travel: number) => void;
  onPullEnd: (travel: number) => void;
  onUncover: (active: boolean) => void;
  onActivate: () => void;
}

function StackCard({
  item,
  index,
  depth,
  buried,
  expanded,
  dismissible,
  pull,
  slotY,
  clipBottom,
  clipped,
  settle,
  uncovered,
  measured,
  reduceMotion,
  onHeight,
  onDismiss,
  onPull,
  onPullEnd,
  onUncover,
  onActivate,
}: StackCardProps) {
  const chromeRef = useRef<HTMLDivElement>(null);
  const [thrown, setThrown] = useState(false);
  const draggedRef = useRef(false);

  // Gesture layer. `x` is the swipe, `throwOpacity` the fade that rides it out.
  const x = useMotionValue(0);
  const throwOpacity = useMotionValue(1);

  // The pull previews the other state by spreading the rungs apart. Driven off
  // a motion value pair so it re-derives when the spread factor changes, rather
  // than capturing it in a closure that never updates.
  const spread = useMotionValue(0);
  useEffect(() => {
    spread.set(expanded ? Math.min(index, 4) : depth);
  }, [expanded, index, depth, spread]);
  const pullY = useTransform(
    [pull, spread],
    ([amount, factor]) => (amount as number) * PULL_SPREAD * (factor as number),
  );

  useLayoutEffect(() => {
    const chrome = chromeRef.current;
    if (!chrome) return;
    // Measure once, synchronously, before this card is painted. Every other
    // card's slot is solved from the front card's height, and an arriving card
    // lands at the front, so waiting on the observer's first async callback
    // leaves one committed frame where the pile has no front card, collapses to
    // a stub, and springs back out. `offsetHeight` rather than a rect, since an
    // ancestor is mid-scale and a rect would inherit it.
    onHeight(item.id, chrome.offsetHeight);
    const observer = new ResizeObserver(([entry]) => {
      if (entry) onHeight(item.id, entry.borderBoxSize?.[0]?.blockSize ?? entry.contentRect.height);
    });
    observer.observe(chrome);
    return () => observer.disconnect();
  }, [item.id, onHeight]);

  const scale = expanded ? 1 : 1 - depth * DEPTH_SCALE;
  const opacity = expanded ? 1 : buried ? 0 : depthOpacity(depth);
  const blur = expanded ? 0 : depth * DEPTH_BLUR;
  // The front card owns the chrome. A rung being uncovered reveals its text and
  // nothing else, because it has not been promoted yet, only exposed.
  const chromeVisible = expanded || depth === 0;
  const contentVisible = chromeVisible || uncovered;

  // Opening leads with the front card and each rung follows. Closing runs the
  // other way at half the rate, because exits are faster than enters.
  //
  // A pile recovering from an arrival or a dismissal is doing neither. The exit
  // *tween* the collapsed state would hand it is what made an arrival read as
  // three unrelated animations: rungs on a flat curve, a card springing in over
  // them, the whole pile bouncing. Recovery takes the same spring as everything
  // else and no stagger, so the rungs give way as the card lands.
  const settling = settle !== "idle";
  const arriving = settle === "arriving";
  // A collapsed restack is its own event, see `DEPART_LEAD_PILE`. It is also
  // the only one where a card is *promoted* rather than moved, which is what
  // the overshoot and the slower content are for.
  const promoting = settle === "restacking" && !expanded;
  const departLead = expanded ? DEPART_LEAD_OPEN : DEPART_LEAD_PILE;
  const restackLead = expanded ? RESTACK_LEAD_OPEN : RESTACK_LEAD_PILE;
  // An arrival's rungs wait for contact. Same curve, offset in time, which
  // reads as cause and effect. Mixing curves here reads as one blur of movement.
  const stagger = arriving
    ? ARRIVE_IMPACT
    : settle === "restacking"
      ? departLead
      : expanded
        ? index * STAGGER
        : depth * CLOSE_STAGGER;
  const curve = arriving
    ? ARRIVE_SETTLE
    : promoting
      ? RESTACK_PILE
      : settling || expanded
        ? spring.moderate.enter
        : spring.moderate.exit;
  // Reduced motion is Contract, not convention. `design-system.md`: travel and
  // bounce are gone. Every slot *value* below still holds, since the depth ramp
  // is state rather than decoration. Only the journey to it goes. One gate for
  // the whole layer, so a curve added later cannot slip past.
  const still = { duration: 0 };
  const animates = measured && !reduceMotion;
  const travel = animates ? { ...curve, delay: stagger } : still;
  // Beat two, and only after a dismissal. An arrival waits for contact instead.
  const depthDelay = settle === "restacking" ? departLead + restackLead : stagger;
  const depthTransition = animates ? { ...curve, delay: depthDelay } : still;
  // Blur and the clip rect take the scale's curve but never its bounce. A
  // spring overshooting `blur(0px)` gives a negative radius, an invalid filter
  // value, so the declaration drops and the card renders unblurred for those
  // frames. Same duration, no overshoot, so the ramp lands with its transform.
  const flatCurve = "bounce" in curve ? { ...curve, bounce: 0 } : curve;
  const depthFlat = animates ? { ...flatCurve, delay: depthDelay } : still;
  // The label follows its container rather than racing it. A promoted card's
  // content is a whole surface arriving, not an icon crossfade, so it takes the
  // tier above. Same correction `DEPART` records against `spring.quick`.
  const contentDelay = depthDelay + CONTENT_LEAD;
  const contentCurve = promoting ? spring.moderate.enter : spring.quick.enter;
  // Leaving is unconditional and immediate. Content should be gone before its
  // card is buried, never caught halfway under one. An uncovered rung is the
  // other exception: it is tracking a finger, so it reveals without the lead.
  const contentTransition = !contentVisible
    ? reduceMotion
      ? still
      : spring.quick.exit
    : uncovered
      ? reduceMotion
        ? still
        : spring.quick.enter
      : animates
        ? { ...contentCurve, delay: contentDelay }
        : still;

  const canPull = index === 0;

  const handleDragEnd = (_event: unknown, info: PanInfo) => {
    const horizontal = Math.abs(info.offset.x) > Math.abs(info.offset.y);
    if (horizontal && dismissible) {
      const width = chromeRef.current?.offsetWidth ?? 320;
      const far = Math.abs(info.offset.x) > width * THROW_FRACTION;
      const fast = Math.abs(info.velocity.x) > THROW_VELOCITY;
      if (far || fast) {
        // The uncover flag deliberately survives the throw. Clearing it here
        // would fade the rung's text out for the 320ms the card spends leaving
        // and then straight back in once the list renumbers it to the front.
        const direction = info.offset.x < 0 ? -1 : 1;
        setThrown(true);
        animate(throwOpacity, 0, { duration: THROW_FADE });
        animate(x, direction * (width + 80), {
          ...THROW,
          velocity: info.velocity.x,
          onComplete: () => onDismiss?.(item.id),
        });
        return;
      }
      // Snapped back, so the rung goes under cover again.
      if (canPull) onUncover(false);
      animate(x, 0, spring.moderate.enter);
      return;
    }
    if (canPull) {
      onUncover(false);
      onPullEnd(info.offset.y);
    }
  };

  return (
    <motion.li
      // Layer 1, the slot. Owns where this card sits in the pile and nothing
      // else. Discrete, React-driven, the only layer that knows about depth.
      className="absolute inset-x-0 top-0 list-none"
      style={{ zIndex: 100 - index, transformOrigin: "top center" }}
      animate={{
        y: slotY,
        scale,
        opacity,
        filter: `blur(${blur}px)`,
        clipPath: clipPathFor(clipBottom, clipped),
      }}
      transition={{
        y: travel,
        scale: depthTransition,
        opacity: depthTransition,
        filter: depthFlat,
        clipPath: depthFlat,
      }}
    >
      {/* Layer 2, the pull. A motion value the parent drives during a drag,
          kept off layer 1 so a gesture never fights a slot animation. */}
      <motion.div style={{ y: pullY }}>
        {/* Layer 3, the gesture, plus this card's arrival and departure. */}
        <motion.div
          drag={canPull ? true : "x"}
          dragDirectionLock
          dragConstraints={{ top: 0, bottom: 0 }}
          dragElastic={{ top: 0.4, bottom: 0.4, left: 1, right: 1 }}
          dragMomentum={false}
          onDragStart={() => {
            draggedRef.current = true;
          }}
          onDrag={(_event, info) => {
            if (!canPull) return;
            if (Math.abs(info.offset.x) > Math.abs(info.offset.y)) {
              if (dismissible) onUncover(Math.abs(info.offset.x) > UNCOVER_TRAVEL);
              return;
            }
            onPull(info.offset.y);
          }}
          onDragEnd={handleDragEnd}
          style={{ x }}
          // Arrives from *above* and presses down onto the pile. The first
          // version came up from below and fought both the squash and the rungs
          // giving way beneath it. Two things travelling down, one travelling
          // up, no read of what happened. 4px of blur rather than 8, because at
          // 8 the card materialises out of fog instead of landing on something.
          initial={
            reduceMotion
              ? { opacity: 0 }
              : {
                  opacity: 0,
                  scale: 0.96,
                  y: -(expanded ? ARRIVE_DROP_OPEN : ARRIVE_DROP_PILE),
                  filter: "blur(4px)",
                }
          }
          animate={{ opacity: 1, scale: 1, y: 0, filter: "blur(0px)" }}
          exit={
            thrown
              ? // Already gone, under its own velocity.
                { opacity: 0, transition: { duration: 0 } }
              : reduceMotion
                ? // The fade stays, since opacity survives and a card that just
                  // vanished reads as a bug. The depth-axis travel is what goes.
                  { opacity: 0, transition: DEPART }
                : // The other cause. It recedes into the pile instead.
                  {
                    opacity: 0,
                    scale: DEPART_SCALE,
                    filter: `blur(${DEPART_BLUR}px)`,
                    transition: DEPART,
                  }
          }
          // A card arriving unbidden is the playbook's larger, rarer change. It
          // settles alongside the pile's landing rather than well before it.
          // Opacity comes off this curve entirely, see `ARRIVE_FADE`.
          transition={
            reduceMotion
              ? { ...ARRIVE_FADE, opacity: ARRIVE_FADE }
              : { ...(expanded ? spring.slow.enter : ARRIVE_PILE), opacity: ARRIVE_FADE }
          }
          className={cn(!expanded && depth > 0 && "pointer-events-none")}
        >
          {/* Layer 4, the chrome, plus the fade that rides a throw out. */}
          <motion.div
            ref={chromeRef}
            data-slot="notification-stack-card"
            style={{ opacity: throwOpacity }}
            onClick={() => {
              if (draggedRef.current) {
                draggedRef.current = false;
                return;
              }
              onActivate();
            }}
            className={cn(
              "group/card relative touch-pan-y rounded-xl border border-border bg-card px-3.5 py-3 shadow-card select-none",
              !expanded && "cursor-pointer",
            )}
          >
            <motion.div
              animate={{ opacity: contentVisible ? 1 : 0 }}
              transition={contentTransition}
              className="flex gap-3"
            >
              {item.icon ? (
                <span
                  aria-hidden
                  className="mt-px grid size-7 shrink-0 place-items-center rounded-md bg-muted text-muted-foreground [&_svg]:size-3.5"
                >
                  {item.icon}
                </span>
              ) : null}
              <div className="min-w-0 flex-1">
                <div className="flex items-baseline justify-between gap-3">
                  <span className="text-control truncate text-foreground">{item.title}</span>
                  {item.meta ? (
                    <span className="text-meta shrink-0 tabular-nums text-muted-foreground">
                      {item.meta}
                    </span>
                  ) : null}
                </div>
                {item.body ? (
                  <p className="text-caption mt-0.5 line-clamp-2 text-muted-foreground">
                    {item.body}
                  </p>
                ) : null}
              </div>
            </motion.div>
            {dismissible && chromeVisible ? (
              <button
                type="button"
                aria-label="Dismiss notification"
                onClick={(event) => {
                  event.stopPropagation();
                  onDismiss?.(item.id);
                }}
                // The keyboard's route to the job the swipe does. Chrome, so
                // opacity and nothing else.
                className="absolute -top-1.5 -right-1.5 grid size-5 place-items-center rounded-full border border-border bg-card text-muted-foreground opacity-0 transition-opacity duration-quick group-hover/card:opacity-100 hover:text-foreground focus-visible:opacity-100 focus-visible:ring-3 focus-visible:ring-ring/50 focus-visible:outline-none"
              >
                <X className="size-2.5" strokeWidth={2.5} />
              </button>
            ) : null}
          </motion.div>
        </motion.div>
      </motion.div>
    </motion.li>
  );
}

/**
 * How long the pile stays in a recovery state, in ms.
 *
 * Derived rather than picked. It has to outlast every beat its branch
 * schedules, or `settle` returns to idle mid-flight and the pile swaps curves
 * under itself. The hand-tuned constant this replaced had no margin at all on
 * the arrival branch, and scaling the collapsed restack pushed that one 100ms
 * past it. One frame of slack on top.
 */
function settleWindow(kind: Exclude<Settle, "idle">, expanded: boolean) {
  if (kind === "arriving") {
    const fall = expanded ? spring.slow.enter.duration : ARRIVE_PILE.duration;
    const rungs = ARRIVE_IMPACT + ARRIVE_SETTLE.duration;
    return Math.max(LAND_DURATION, fall, rungs) * 1000 + 16;
  }
  const lead =
    (expanded ? DEPART_LEAD_OPEN : DEPART_LEAD_PILE) +
    (expanded ? RESTACK_LEAD_OPEN : RESTACK_LEAD_PILE);
  const depth = expanded ? spring.moderate.enter.duration : RESTACK_PILE.duration;
  const content = CONTENT_LEAD + (expanded ? spring.quick.enter : spring.moderate.enter).duration;
  return (lead + Math.max(depth, content)) * 1000 + 16;
}

function clipPathFor(bottom: number, clipped: boolean) {
  // Clipped means buried. Cut flush on every side, so the strip that peeks out
  // is the card's own edge and nothing else. Otherwise don't clip at all, which
  // still needs a rect, bled outwards far enough to spare the shadow.
  if (!clipped) {
    const bleed = `${-CLIP_BLEED}px`;
    return `inset(${bleed} ${bleed} ${bleed} ${bleed} round ${RADIUS}px)`;
  }
  return `inset(0px 0px ${bottom}px 0px round ${RADIUS}px)`;
}

interface NotificationStackProps {
  notifications: NotificationItem[];
  onDismiss?: (id: string) => void;
  /** Heading above the pile. */
  label?: ReactNode;
  expanded?: boolean;
  defaultExpanded?: boolean;
  onExpandedChange?: (expanded: boolean) => void;
  /** Cards painted in the collapsed pile, including the front one. Three is the
   *  iOS number and the one this is tuned for; more rungs stop reading as depth. */
  maxCollapsed?: number;
  dismissible?: boolean;
  emptyState?: ReactNode;
  className?: string;
}

function NotificationStack({
  notifications,
  onDismiss,
  label = "Notifications",
  expanded: expandedProp,
  defaultExpanded = false,
  onExpandedChange,
  maxCollapsed = 3,
  dismissible = true,
  emptyState = "Nothing new",
  className,
}: NotificationStackProps) {
  const [uncontrolledExpanded, setUncontrolledExpanded] = useState(defaultExpanded);
  const expanded = expandedProp ?? uncontrolledExpanded;
  const reduceMotion = useReducedMotion() ?? false;

  const [heights, setHeights] = useState<Record<string, number>>({});
  const [settle, setSettle] = useState<Settle>("idle");
  const [uncovering, setUncovering] = useState(false);
  const pull = useMotionValue(0);
  const squash = useMotionValue(1);

  const maxDepth = Math.max(0, maxCollapsed - 1);
  const count = notifications.length;

  const setExpanded = useCallback(
    (next: boolean) => {
      if (expandedProp === undefined) setUncontrolledExpanded(next);
      onExpandedChange?.(next);
    },
    [expandedProp, onExpandedChange],
  );

  const handleHeight = useCallback((id: string, height: number) => {
    setHeights((current) => (current[id] === height ? current : { ...current, [id]: height }));
  }, []);

  const prevCount = useRef(count);
  useEffect(() => {
    const previous = prevCount.current;
    prevCount.current = count;
    if (count === previous) return;
    // Beat two of a dismissal. The gap closes on the tier, then depth follows.
    // An arrival gets no such lag, but takes the same spring, so the rungs give
    // way in the motion the new card lands with.
    const kind = count < previous ? "restacking" : "arriving";
    setSettle(kind);
    // The list has renumbered, so whatever was uncovered is now the front card
    // and holds its own content. This is where a committed swipe's flag clears.
    setUncovering(false);
    if (count > previous && !reduceMotion) {
      // Lands with weight, scaled to the state it lands in. Transform-only, so
      // reduced motion drops it. The leading `null` reads the current value at
      // start, so a second card landing inside the settle window compresses
      // from wherever the pile is. An explicit `1` restarts the keyframe from
      // the top, which popped.
      animate(squash, [null, expanded ? SQUASH_OPEN : SQUASH_PILE, 1], LAND);
    }
    const timer = setTimeout(() => setSettle("idle"), settleWindow(kind, expanded));
    return () => clearTimeout(timer);
  }, [count, expanded, reduceMotion, squash]);

  // An emptied stack has nothing to be open about.
  useEffect(() => {
    if (count === 0 && expanded) setExpanded(false);
  }, [count, expanded, setExpanded]);

  // Belt and braces behind the synchronous measure above. If a front card does
  // reach a paint unmeasured, fall back to the last known height rather than to
  // zero. Solving against a front height of nothing flattens every slot at
  // once, the most violent frame this component can produce. The render-time
  // cache write is idempotent, and an effect would land a frame too late.
  const lastFrontHeight = useRef(0);
  const measuredFront = notifications[0] ? heights[notifications[0].id] : undefined;
  if (measuredFront) lastFrontHeight.current = measuredFront;
  const frontHeight = measuredFront ?? (lastFrontHeight.current || undefined);
  const measured = count === 0 || (frontHeight !== undefined && frontHeight > 0);

  const handlePull = useCallback(
    (travel: number) => {
      if (reduceMotion) return;
      // Only the direction with somewhere to go. Closed pulls open, open pulls
      // shut. The other way round is already at its stop.
      const directional = expanded ? Math.min(0, travel) : Math.max(0, travel);
      pull.set(resist(directional));
    },
    [expanded, pull, reduceMotion],
  );

  const handleUncover = useCallback((active: boolean) => setUncovering(active), []);

  const handlePullEnd = useCallback(
    (travel: number) => {
      const directional = expanded ? Math.min(0, travel) : Math.max(0, travel);
      if (Math.abs(directional) > PULL_TO_COMMIT) setExpanded(!expanded);
      animate(pull, 0, spring.moderate.enter);
    },
    [expanded, pull, setExpanded],
  );

  // Slot geometry. Bottom edges are what has to come out evenly spaced, so each
  // top edge is solved backwards from its bottom one. A shorter card sits lower
  // rather than showing a shorter peek.
  let runningY = 0;
  const slots = notifications.map((item, index) => {
    const depth = Math.min(index, maxDepth);
    const height = heights[item.id] ?? 0;
    const front = frontHeight ?? height;
    const clipped = Math.min(height, front);
    const scale = 1 - depth * DEPTH_SCALE;
    const collapsedY = front + depth * PEEK - clipped * scale;
    const expandedY = runningY;
    runningY += height + GAP;
    return {
      item,
      index,
      depth,
      buried: index > maxDepth,
      slotY: expanded ? expandedY : collapsedY,
      clipBottom: expanded ? 0 : Math.max(0, height - front),
      clipped: !expanded && depth > 0,
    };
  });

  const collapsedHeight = (frontHeight ?? 0) + Math.min(count - 1, maxDepth) * PEEK;
  const expandedHeight = Math.max(0, runningY - GAP);
  const stackHeight = count === 0 ? 0 : expanded ? expandedHeight : collapsedHeight;

  const toggleLabel = expanded ? "Collapse" : "Expand";

  return (
    <section
      data-slot="notification-stack"
      aria-label={typeof label === "string" ? label : undefined}
      className={cn("flex w-full flex-col gap-2.5", className)}
    >
      <div className="flex items-center justify-between gap-3 px-0.5">
        <span className="text-label text-muted-foreground uppercase">{label}</span>
        {count > 1 ? (
          <motion.button
            type="button"
            // `layout` animates the width as the label changes length, so the
            // two labels crossfade rather than teleport. House technique, see
            // `design-system.md`.
            layout
            transition={reduceMotion ? { duration: 0 } : spring.moderate.enter}
            aria-expanded={expanded}
            onClick={() => setExpanded(!expanded)}
            className="text-caption relative grid place-items-center rounded-md px-2 py-1 text-muted-foreground transition-colors duration-quick hover:bg-hover hover:text-foreground focus-visible:ring-3 focus-visible:ring-ring/50 focus-visible:outline-none"
          >
            <AnimatePresence initial={false} mode="popLayout">
              <motion.span
                key={toggleLabel}
                initial={{ opacity: 0 }}
                animate={{ opacity: 1 }}
                exit={{
                  opacity: 0,
                  transition: reduceMotion ? { duration: 0 } : spring.quick.exit,
                }}
                transition={reduceMotion ? { duration: 0 } : spring.quick.enter}
                className="whitespace-nowrap"
              >
                {toggleLabel}
              </motion.span>
            </AnimatePresence>
          </motion.button>
        ) : null}
      </div>

      <motion.div
        // The pile squashes as a whole when a card lands on it.
        style={{ scaleY: squash, transformOrigin: "top center" }}
        // Departure 1: the stack has to reserve the room it opens into, and
        // there is no transform that does that. Instant under reduced motion.
        animate={{ height: stackHeight }}
        transition={
          reduceMotion || !measured
            ? { duration: 0 }
            : expanded || settle !== "idle"
              ? spring.moderate.enter
              : spring.moderate.exit
        }
        className="relative"
      >
        <ul aria-live="polite" className="contents">
          <AnimatePresence initial={false}>
            {slots.map((slot) => (
              <StackCard
                key={slot.item.id}
                item={slot.item}
                index={slot.index}
                depth={slot.depth}
                buried={slot.buried}
                expanded={expanded}
                dismissible={dismissible}
                pull={pull}
                slotY={slot.slotY}
                clipBottom={slot.clipBottom}
                clipped={slot.clipped}
                settle={settle}
                uncovered={uncovering && !expanded && slot.index === 1}
                measured={measured}
                reduceMotion={reduceMotion}
                onHeight={handleHeight}
                onDismiss={onDismiss}
                onPull={handlePull}
                onPullEnd={handlePullEnd}
                onUncover={handleUncover}
                onActivate={() => {
                  if (!expanded) setExpanded(true);
                }}
              />
            ))}
          </AnimatePresence>
        </ul>
        {count === 0 && emptyState ? (
          <motion.p
            initial={{ opacity: 0 }}
            animate={{ opacity: 1 }}
            transition={spring.quick.enter}
            className="text-caption text-muted-foreground"
          >
            {emptyState}
          </motion.p>
        ) : null}
      </motion.div>
    </section>
  );
}

export { NotificationStack, type NotificationItem, type NotificationStackProps };
notification-stack.tsx

API Reference

NotificationStack
notifications

NotificationItem[]

The items, newest first. Index 0 is the front of the pile. Each needs a stable `id`. The card renders `title`, `body`, `meta`, and `icon` and nothing else, because a notification centre that accepted arbitrary children could not clip its buried cards to a uniform peek.

onDismiss

(id: string) => void

Fires once a card has finished leaving, not when the gesture crosses the threshold. Remove the item from your list here. The component never mutates what you pass it.

expanded / defaultExpandedfalse

boolean

Controlled and uncontrolled open state. The pull gesture and the header button both route through it, so a controlled stack keeps both.

onExpandedChange

(expanded: boolean) => void

Fires when a pull commits or the header button is pressed.

label"Notifications"

ReactNode

Heading above the pile, and the accessible name of the region when it is a string.

maxCollapsed3

number

Cards painted in the collapsed pile, including the front one. Three is the number this is tuned for; past it the rungs stop reading as depth and start reading as a list that failed to lay out. Anything beyond the cap stays mounted and unpainted, so opening reveals it rather than mounting it.

dismissibletrue

boolean

Enables the swipe and the per-card close button. The button gives the keyboard the route the throw gives a pointer.

emptyState"Nothing new"

ReactNode

Shown once the last card leaves. The stack collapses itself first.

className

string

Extends the outer region, meaning the header row and the stack below it.

API Reference

NotificationItem
id

string

Stable identity across renders. Reused ids will cross-fade into each other rather than restacking.

title

ReactNode

Single line, truncated. The only required piece of content.

body

ReactNode

Clamped to two lines. Cards of different heights are fine, since the pile solves each peek from the bottom edge up so they stay even.

meta

ReactNode

Timestamp or source, right-aligned against the title in tabular figures.

icon

ReactNode

Rendered into a 28px tile at the leading edge. Sized to 14px by the card.