Checkpoint
Approval Flow Animation for React
A request that has to clear your rules before it runs. A token drops out from under the request and drives down a lane, past one barrier per rule: each one swings open downward, the way the token is going, as its rule passes and the row ticks. A rule that needs sign-off keeps its barrier down and turns its row into Approve and Deny; a rule the request breaks stays shut, and the token knocks against it twice and is turned away. Every outcome rolls into a short log underneath.
- AI
- Interaction
- Data
Uses clsx, tailwind-merge
<Checkpoint />The demo follows as you drag.
Guardrails · Fernway support agent
Enforced on every call
import * as React from "react";
import { Checkpoint, type CheckpointRequest, type CheckpointRule } from "@/components/ui/checkpoint";
function Glyph({ children }: { children: React.ReactNode }) {
return (
<svg
viewBox="0 0 24 24"
fill="none"
stroke="currentColor"
strokeWidth="1.8"
strokeLinecap="round"
strokeLinejoin="round"
aria-hidden
>
{children}
</svg>
);
}
// Fernway, a plant delivery shop, and the rules its support agent runs under. Names are made up.
const RULES: CheckpointRule[] = [
{
id: "role",
label: "Role",
detail: "Acts as a support teammate",
value: "Support",
icon: (
<Glyph>
<circle cx="12" cy="8.5" r="3.5" />
<path d="M5 20c.8-3.6 3.6-5.5 7-5.5s6.2 1.9 7 5.5" />
</Glyph>
),
},
{
id: "scope",
label: "Scope",
detail: "Read orders, issue refunds",
value: "Read · Refund",
icon: (
<Glyph>
<circle cx="8" cy="15" r="4" />
<path d="M11 12l8-8M16 7l2.5 2.5M14 9l2 2" />
</Glyph>
),
},
{
id: "amount",
label: "Amount",
detail: "Refunds over $500 need finance",
value: "≤ $500",
icon: (
<Glyph>
<circle cx="12" cy="12" r="8.5" />
<path d="M14.8 9.2c-.5-.9-1.6-1.4-2.8-1.4-1.6 0-2.8.8-2.8 2.1 0 2.9 5.8 1.4 5.8 4.3 0 1.3-1.3 2.2-3 2.2-1.3 0-2.4-.5-2.9-1.5M12 6.3v1.5M12 16.9v1.2" />
</Glyph>
),
},
{
id: "audit",
label: "Audit",
detail: "Every call lands in the trail",
value: "Logged",
icon: (
<Glyph>
<path d="M7 3.5h7l4 4V20a.5.5 0 0 1-.5.5h-10A.5.5 0 0 1 7 20z" />
<path d="M14 3.5V8h4M10 12.5h5M10 16h5" />
</Glyph>
),
},
];
const REQUESTS: CheckpointRequest[] = [
{
id: "read",
label: "read_ticket",
meta: "#4821 · Monstera arrived with a cracked pot",
icon: (
<Glyph>
<path d="M4 6.5h16v11H4z" />
<path d="M4 7l8 6 8-6" />
</Glyph>
),
},
{
id: "refund",
label: "refund_order",
meta: "$1,240.00 · order #88213, 14 olive trees",
verdicts: { amount: "hold" },
icon: (
<Glyph>
<path d="M4 12a8 8 0 1 0 2.4-5.7L4 8.6" />
<path d="M4 4v4.6h4.6" />
</Glyph>
),
},
{
id: "delete",
label: "delete_customer",
meta: "cus_19F4 · asked by the chat, not the customer",
verdicts: { scope: "block" },
reason: "No delete scope",
icon: (
<Glyph>
<path d="M5 7h14M9.5 7V4.5h5V7M7 7l1 13h8l1-13" />
</Glyph>
),
},
];
export function CheckpointDemo() {
return (
<div className="w-full max-w-xl rounded-[26px] border border-zinc-950/[0.08] bg-white p-1.5 shadow-[0_1px_2px_rgba(0,0,0,0.04)] dark:border-white/10 dark:bg-zinc-950">
<div className="rounded-[20px] bg-zinc-50 bg-[radial-gradient(120%_70%_at_50%_0%,rgba(255,59,31,0.07),transparent_70%)] p-4 sm:p-5 dark:bg-white/[0.03] dark:bg-[radial-gradient(120%_70%_at_50%_0%,rgba(255,90,60,0.1),transparent_70%)]">
<div className="mb-4 flex items-baseline justify-between gap-4 px-0.5">
<p className="text-[13px] font-semibold tracking-tight text-zinc-950 dark:text-zinc-100">
Guardrails <span className="font-normal text-zinc-500 dark:text-zinc-400">· Fernway support agent</span>
</p>
<p className="hidden items-center gap-1.5 text-[12px] text-zinc-500 sm:flex dark:text-zinc-400">
<span className="size-1.5 rounded-full bg-[#ff3b1f] dark:bg-[#ff5a3c]" />
Enforced on every call
</p>
</div>
<Checkpoint rules={RULES} requests={REQUESTS} approver="Dana in finance" />
</div>
</div>
);
}
Add this moment from KeyframeUI to our project and adapt it to our content. Checkpoint: A request that has to clear your rules before it runs. A token drops out from under the request and drives down a lane, past one barrier per rule: each one swings open downward, the way the token is going, as its rule passes and the row ticks. A rule that needs sign-off keeps its barrier down and turns its row into Approve and Deny; a rule the request breaks stays shut, and the token knocks against it twice and is turned away. Every outcome rolls into a short log underneath. This demo, Agent Guardrails: A plant shop's support agent: reading a ticket clears, a $1,240 refund waits for finance, and deleting a customer is blocked by its scope. 1. Install it: npx shadcn@latest add @keyframeui/checkpoint-demo (If the CLI can't find @keyframeui, use https://keyframeui.com/r/checkpoint-demo.json instead.) It adds the demo, components/checkpoint-demo.tsx, and the component, components/ui/checkpoint.tsx. 2. Make it ours: our copy, data, images and colors. Keep the structure the motion depends on. If we only need the effect, use <Checkpoint> on its own. 3. These props set its feel. Change them before you change the file: - speed (default 1): How fast each request plays, as a multiple of the default pace: the token's legs, the barriers swinging open and shut, the rows ticking, a knock, the log line rolling in and the next request sliding in. `2` is twice as fast. - dwell (default 1600): How long an outcome stays up before the next request comes in, in ms. Only with autoplay. 4. Don't change, in components/ui/checkpoint.tsx: - One async runner owns every move: WAAPI keyframes on the `data-part` hooks, each end state written inline as it finishes. React only decides which row's Approve / Deny can be reached. - Only transform and opacity move. A barrier swings down about its pivot, the way the token travels, so its tip stays clear of the token, and closes only once the token is past its reach. - Approve / Deny float over the row's right end and stay `inert` unless that row holds, so a hold never moves the row or focus; a decision made from the keyboard leaves focus on the checkpoint. - Off screen and on a hidden tab the runner waits between steps (`gate()`), and the approval timer and the waiting dot pause where they are. - Under reduced motion there's no token, travel, lifting or knocking: each rule resolves with an opacity change and the barriers only change color. Its timing is all in the TIMING block at the top of that file. Docs: https://keyframeui.com/components/checkpoint.md
Installation
Add the component on its own with the CLI, or copy the file in by hand.
The CLI writes components/ui/checkpoint.tsx and installs clsx and tailwind-merge. It needs the @keyframeui registry in components.json; add it once per project.
npx shadcn@latest add @keyframeui/checkpointInstall the dependencies
npm i clsx tailwind-mergeAdd the cn helper
Skip this if you already use shadcn/ui.
lib/utils.tsimport { clsx, type ClassValue } from "clsx"; import { twMerge } from "tailwind-merge"; export function cn(...inputs: ClassValue[]) { return twMerge(clsx(inputs)); }Copy the source into your project
components/ui/checkpoint.tsx"use client"; import * as React from "react"; import { cn } from "@/lib/utils"; /** * Keep: * - One async runner owns every move: WAAPI keyframes on the `data-part` hooks, each end state * written inline as it finishes. React only decides which row's Approve / Deny can be reached. * - Only transform and opacity move. A barrier swings down about its pivot, the way the token * travels, so its tip stays clear of the token, and closes only once the token is past its reach. * - Approve / Deny float over the row's right end and stay `inert` unless that row holds, so a hold * never moves the row or focus; a decision made from the keyboard leaves focus on the checkpoint. * - Off screen and on a hidden tab the runner waits between steps (`gate()`), and the approval * timer and the waiting dot pause where they are. * - Under reduced motion there's no token, travel, lifting or knocking: each rule resolves with an * opacity change and the barriers only change color. */ const TIMING = { /** How fast each request plays, as a multiple of the pace below (the `speed` prop). */ speed: 1, // At the default pace; `speed` divides everything from here down to `log`. /** The token's leg from one barrier to the next, in ms. */ travel: 300, /** A rule being read, row tinted, before its verdict, in ms. */ read: 160, /** A barrier swinging open about its pivot, in ms. */ lift: 200, /** * A barrier closing, in ms, and ms into the token's next leg before it starts: by then the token * is past the arm's 26px reach. */ drop: { duration: 240, delay: 200 }, /** A status box filling, in ms. */ tick: 180, /** The row's tint fading as its barrier lifts, in ms. */ untint: 200, /** A held token easing up against the barrier, in ms. */ settle: 160, /** * A blocked token's two knocks, in ms. Linear overall, so each keyframe's own curve plays out on * the clock. */ knock: { duration: 260, easing: "linear" }, /** A turned-away token sliding out of the lane, in ms. */ away: 200, /** The tag and the Approve / Deny buttons cross-fading, in ms. The status swaps on it unpaced. */ swap: 180, /** The token fading into the log, in ms. */ tokenOut: 120, /** Per box fading back, and between rows, last row first, in ms. */ reset: { duration: 120, stagger: 25 }, /** A new request sliding in from the left, and the old one fading, in ms. */ enter: { duration: 280, out: 120 }, /** A log line fading in while the older ones step down, in ms. */ log: 280, // Not paced. /** * A hold waiting before it approves itself, with autoplay, in ms (the `approveAfter` prop), and * the curve of the hairline that fills meanwhile. */ approveAfter: 2400, timer: "linear", /** An outcome staying up before the next request, in ms (the `dwell` prop). */ dwell: 1600, /** One cycle of a waiting box's dot, in ms, and its curve. */ breathe: { duration: 1400, easing: "ease-in-out" }, /** Between rules under reduced motion, in ms. */ reduced: 120, /** Curves, as CSS easings. */ outEase: "cubic-bezier(0.23, 1, 0.32, 1)", // arrivals and lifts: all the speed up front inOut: "cubic-bezier(0.65, 0, 0.35, 1)", // the token's legs: pulls away and pulls up inEase: "cubic-bezier(0.55, 0, 1, 0.45)", // leaving, and a knock's run-up: the speed at the end fade: "linear", // cross-fades, and every fade under reduced motion /** A barrier and a row changing color, as a Tailwind class. */ colors: "duration-150", /** Approve and Deny on hover, as a Tailwind class. */ hover: "duration-150", } as const; /* ───────────────────────────────────────────────────────── * CHECKPOINT STORYBOARD * * rest the request sits in a card at the top: its icon, its name * in mono, who sent it and what it carries, and a status on * the right. Under it, one row per rule, each with a boom * barrier down across a narrow lane on its left. The * request's icon, every barrier, the token and the log's * icons all sit on that lane's center line * view once 30% of it is in view, the token drops out from under * the request card and the first rule is read * travel the token glides down the lane to just above the next * barrier, 300ms, in-out, like a car pulling up * read the row tints with the accent for 160ms and its barrier * turns accent: the rule is being checked * pass the barrier swings 84° down about its pivot, the way the * token is heading, like a door pushed open (200ms, * ease-out), clear of the token's path, while the row's box * fills with a check (180ms, from 0.7), and the token drives * through. The barrier swings back up behind it once the * token is past its reach, 200ms into its next leg (240ms) * hold a rule that needs sign-off keeps its barrier down. The * token settles 2px closer to it, Approve / Deny fade in * over the row's right end (180ms) and the status reads * "Waiting on approval". With autoplay a hairline fills * under Approve over `approveAfter` and it approves itself * as `approver`; pointing at the buttons holds the timer. * Approve swings the barrier open; Deny keeps it shut and sends * the token away without a knock * block a rule it breaks stays shut. The token knocks into the * barrier twice (4px, then 2px, 260ms), the barrier and the * row's box go ink with a cross, the status reads "Blocked · * <rule>" and the token slides out of the lane, 14px, 200ms * clear past the last rule the token drives into the top line of * the log and becomes its check: the new line fades in as * the older lines step down one line (280ms), the oldest * dropping out under the edge. The status reads "Cleared" * next 1.6s later the boxes clear, last row first (120ms each, * 25ms apart), the old request fades and the next one slides * in from 12px left (280ms). Requests loop with autoplay * sleep off screen and on a hidden tab it stops between steps, and * an approval timer stops where it is * keys Approve and Deny are buttons, reachable only while a rule * waits; a hold never moves focus. A decision made from the * keyboard leaves focus on the checkpoint * narrow under 26rem the value tags hide, so the details keep * their room, and the status shortens to one word * reduced no token, no travel, no lifting or knocking: each rule * resolves 120ms after the last with an opacity change, the * barriers stay down and only change color, and holds wait * the same way * ───────────────────────────────────────────────────────── */ const GATE = { view: 0.3, // share of the box in view before the first request runs lane: 40, // px, the lane column; the icons, barriers and token sit on its center line token: 12, // px, the token's side gap: 4, // px between a waiting token and the barrier under it lift: { angle: 84 }, // deg: a barrier swinging open about its pivot, downward, the way the token travels (84° keeps its tip ~3px clear of the token) settle: { distance: 2 }, // px: a held token easing up against the barrier knock: { distance: 4 }, // px: a blocked token's first knock (the second is half as far) away: { distance: 14 }, // px: a turned-away token sliding out of the lane enter: { distance: 12 }, // px a new request slides in from the left } as const; const REDUCED = "(prefers-reduced-motion: reduce)"; const LOG_LINES = 3; const subscribeReduced = (onChange: () => void) => { const query = window.matchMedia(REDUCED); query.addEventListener("change", onChange); return () => query.removeEventListener("change", onChange); }; /** prefers-reduced-motion, false on the server and in the hydration render. */ function usePrefersReducedMotion() { return React.useSyncExternalStore( subscribeReduced, () => window.matchMedia(REDUCED).matches, () => false, ); } const clock = () => new Date().toLocaleTimeString("en-GB", { hour12: false }); export type CheckpointVerdict = "pass" | "hold" | "block"; export interface CheckpointRule { /** Stable key, used by each request's `verdicts`. */ id: string; /** The rule's name, e.g. "Amount". */ label: string; /** One line under the name, e.g. "Refunds over $500 need finance". */ detail?: string; /** A short value in a mono tag on the right, e.g. "≤ $500". */ value?: string; /** A small glyph before the name, drawn in currentColor. */ icon?: React.ReactNode; } export interface CheckpointRequest { /** Stable key. */ id: string; /** What's asking, in mono, e.g. "refund_order". */ label: string; /** Who sent it and what it carries, e.g. "$1,240 · support-bot". */ meta?: string; /** A glyph for the request card, drawn in the accent. */ icon?: React.ReactNode; /** How each rule judges it, by rule id. A rule left out passes. */ verdicts?: Partial<Record<string, CheckpointVerdict>>; /** Why it was blocked, shown in the status instead of the rule's name. */ reason?: string; } export type CheckpointOutcome = "cleared" | "blocked" | "denied"; export interface CheckpointProps extends React.HTMLAttributes<HTMLDivElement> { /** The rules, top to bottom, each with a barrier in the lane. */ rules: CheckpointRule[]; /** The requests that come through, in order. */ requests: CheckpointRequest[]; /** The id of the request to run. Set it to drive the checkpoint yourself: each change runs that request once. Leave it out and `autoplay` runs them in turn. */ current?: string; /** Run the requests one after another and start over after the last. With `false` the first one runs once. Defaults to true. */ autoplay?: boolean; /** Ms a rule that needs sign-off waits before it approves itself, or `false` to wait for the visitor. Only with autoplay. Defaults to 2400. */ approveAfter?: number | false; /** Who signs off when a hold approves itself, as written in the log. Defaults to "a reviewer". */ approver?: string; /** Show the last three outcomes under the rules. Defaults to true. */ log?: boolean; /** Called when a request is settled, with the rule that stopped it. */ onDecision?: (requestId: string, outcome: CheckpointOutcome, ruleId?: string) => void; /** How fast each request plays, as a multiple of the default pace: the token's legs, the barriers swinging, the rows ticking, a knock, the log line and the next request sliding in. `2` is twice as fast. Defaults to 1. */ speed?: number; /** Ms an outcome stays up before the next request comes in, with autoplay. Defaults to 1600. */ dwell?: number; } type Phase = | { kind: "queued" } | { kind: "checking" } | { kind: "hold"; rule: string } | { kind: "cleared" } | { kind: "blocked"; rule: string } | { kind: "denied"; rule: string }; type LogEntry = { key: number; ok: boolean; label: string; note: string; time: string; }; /* ── Glyphs ───────────────────────────────────────────────── */ function Check({ className }: { className?: string }) { return ( <svg viewBox="0 0 12 12" aria-hidden className={className}> <path d="M2.6 6.3l2.2 2.2 4.6-4.9" fill="none" stroke="currentColor" strokeWidth="1.7" strokeLinecap="round" strokeLinejoin="round" /> </svg> ); } function Cross({ className }: { className?: string }) { return ( <svg viewBox="0 0 12 12" aria-hidden className={className}> <path d="M3.4 3.4l5.2 5.2M8.6 3.4l-5.2 5.2" fill="none" stroke="currentColor" strokeWidth="1.7" strokeLinecap="round" /> </svg> ); } /* ── Swap ─────────────────────────────────────────────────── */ // Swaps a short line of text when its key changes: the old one lifts 4px out, // then the new one rises 4px in, so two lines never sit on top of each other. function Swap({ id, children, reduced, className, }: { id: string; children: React.ReactNode; reduced: boolean; className?: string; }) { const [shown, setShown] = React.useState<{ id: string; node: React.ReactNode; }>({ id, node: children }); const [leaving, setLeaving] = React.useState<{ id: string; node: React.ReactNode; } | null>(null); if (shown.id !== id) { setLeaving(shown); setShown({ id, node: children }); } const nextRef = React.useRef<HTMLSpanElement>(null); const oldRef = React.useRef<HTMLSpanElement>(null); const leavingId = leaving?.id; React.useLayoutEffect(() => { if (!leavingId) return; const out = TIMING.swap * 0.5; nextRef.current?.animate( reduced ? [{ opacity: 0 }, { opacity: 1 }] : [ { opacity: 0, transform: "translateY(4px)" }, { opacity: 1, transform: "none" }, ], { duration: TIMING.swap, delay: reduced ? out : out * 0.6, easing: TIMING.outEase, fill: "backwards", }, ); const a = oldRef.current?.animate( reduced ? [{ opacity: 1 }, { opacity: 0 }] : [ { opacity: 1, transform: "none" }, { opacity: 0, transform: "translateY(-4px)" }, ], { duration: out, easing: TIMING.inEase, fill: "forwards", }, ); if (!a) return; a.finished.then( () => setLeaving((l) => (l?.id === leavingId ? null : l)), () => {}, ); return () => a.cancel(); }, [leavingId, id, reduced]); const cell = "col-start-1 row-start-1 inline-flex items-center gap-1.5 whitespace-nowrap"; return ( <span className={cn("relative inline-grid justify-items-end overflow-hidden py-0.5", className)}> {leaving ? ( <span key={leaving.id} ref={oldRef} aria-hidden className={cell}> {leaving.node} </span> ) : null} <span key={id} ref={nextRef} className={cell}> {children} </span> </span> ); } /* ── RuleRow ──────────────────────────────────────────────── */ // One rule: its barrier in the lane, then the card. Everything that moves is // driven from Checkpoint's runner through the data-part hooks; React only // decides whether the Approve / Deny pair can be reached. interface RuleRowProps { rule: CheckpointRule; holding: boolean; onDecide: (choice: "approve" | "deny") => void; onHoverActions: (over: boolean) => void; } const RuleRow = React.memo(function RuleRow({ rule, holding, onDecide, onHoverActions }: RuleRowProps) { return ( <li data-checkpoint-row className="grid grid-cols-[2.5rem_minmax(0,1fr)] items-center"> {/* The barrier: a pivot on the left, an arm across the lane, a rest on the right. */} <div aria-hidden className="relative h-full"> <span className="absolute top-1/2 left-[31px] size-[5px] -translate-y-1/2 rounded-full border border-zinc-950/15 bg-white dark:border-white/20 dark:bg-zinc-950" /> <span data-part="arm" className={`absolute top-1/2 left-[7px] -mt-[1.5px] h-[3px] w-[26px] origin-[1.5px_50%] rounded-full bg-zinc-950/20 transition-colors ${TIMING.colors} will-change-transform data-[state=active]:bg-[var(--checkpoint-accent)] data-[state=block]:bg-zinc-950 dark:bg-white/25 dark:data-[state=active]:bg-[var(--checkpoint-accent)] dark:data-[state=block]:bg-white`} /> <span className="absolute top-1/2 left-[5px] size-[7px] -translate-y-1/2 rounded-full bg-zinc-950 ring-2 ring-white dark:bg-zinc-200 dark:ring-zinc-950" /> </div> <div data-part="card" className={`relative flex min-h-14 items-center gap-3 rounded-xl border [--checkpoint-hold:color-mix(in_srgb,var(--checkpoint-accent)_6%,white)] dark:[--checkpoint-hold:color-mix(in_srgb,var(--checkpoint-accent)_10%,#18181b)] border-zinc-950/[0.08] bg-white px-3 py-2.5 shadow-[0_1px_2px_rgba(0,0,0,0.04)] transition-colors ${TIMING.colors} data-[state=block]:border-zinc-950/25 data-[state=hold]:border-[color-mix(in_oklab,var(--checkpoint-accent)_40%,transparent)] dark:border-white/10 dark:bg-zinc-900 dark:data-[state=block]:border-white/30 dark:data-[state=hold]:border-[color-mix(in_oklab,var(--checkpoint-accent)_45%,transparent)]`} > <span data-part="tint" aria-hidden className="pointer-events-none absolute inset-0 rounded-[inherit] bg-[color-mix(in_oklab,var(--checkpoint-accent)_6%,transparent)] opacity-0 dark:bg-[color-mix(in_oklab,var(--checkpoint-accent)_10%,transparent)]" /> <span data-part="ink" aria-hidden className="pointer-events-none absolute inset-0 rounded-[inherit] bg-zinc-950/[0.035] opacity-0 dark:bg-white/[0.05]" /> {rule.icon ? ( <span aria-hidden className="relative grid size-4 shrink-0 place-items-center text-zinc-400 dark:text-zinc-500 [&_svg]:size-4" > {rule.icon} </span> ) : null} <span className="relative min-w-0 flex-1"> <span className="block truncate text-[13px] leading-[18px] font-medium tracking-tight text-zinc-950 dark:text-zinc-100"> {rule.label} </span> {rule.detail ? ( <span className="block truncate text-[12px] leading-4 text-zinc-500 dark:text-zinc-400">{rule.detail}</span> ) : null} </span> {rule.value ? ( <span data-part="tag" className="relative hidden shrink-0 rounded-md border border-zinc-950/10 px-1.5 py-0.5 font-mono text-[11px] leading-4 tracking-wide text-zinc-600 uppercase @[26rem]/checkpoint:block dark:border-white/15 dark:text-zinc-300" > {rule.value} </span> ) : null} {/* Approve / Deny float over the row's right end, on the hold color, so a hold never moves the row. */} <span data-part="actions" inert={!holding} onPointerEnter={(e) => e.pointerType === "mouse" && onHoverActions(true)} onPointerLeave={(e) => e.pointerType === "mouse" && onHoverActions(false)} className="absolute inset-y-0 right-[41px] z-[1] flex items-center gap-1 rounded-r-[inherit] bg-[linear-gradient(to_right,transparent,var(--checkpoint-hold)_1.25rem)] pl-6 opacity-0" > <button type="button" onClick={() => onDecide("deny")} className={`grid h-7 min-w-7 place-items-center rounded-full border border-zinc-950/10 px-1.5 text-[12px] font-medium text-zinc-700 transition-[background-color] ${TIMING.hover} hover:bg-zinc-950/[0.04] focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-[color:var(--checkpoint-accent)] @[26rem]/checkpoint:px-2.5 dark:border-white/15 dark:text-zinc-200 dark:hover:bg-white/[0.06]`} > <Cross className="size-3 @[26rem]/checkpoint:hidden" /> <span className="sr-only @[26rem]/checkpoint:not-sr-only">Deny</span> </button> <button type="button" onClick={() => onDecide("approve")} className={`relative h-7 overflow-hidden rounded-full bg-[var(--checkpoint-button)] px-3 text-[12px] font-medium text-white transition-[background-color] ${TIMING.hover} hover:bg-[color-mix(in_oklab,var(--checkpoint-button)_88%,black)] focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-[color:var(--checkpoint-accent)]`} > Approve <span data-part="timer" aria-hidden className="absolute inset-x-0 bottom-0 h-[2px] origin-left bg-white/55 [transform:scaleX(0)] will-change-transform" /> </button> </span> <span aria-hidden className="relative size-[18px] shrink-0 rounded-[5px] border border-zinc-950/15 dark:border-white/20" > <span data-part="pass" className="absolute -inset-px grid place-items-center rounded-[5px] bg-[var(--checkpoint-accent)] text-white opacity-0" > <Check className="size-3" /> </span> <span data-part="block" className="absolute -inset-px grid place-items-center rounded-[5px] bg-zinc-950 text-white opacity-0 dark:bg-white dark:text-zinc-950" > <Cross className="size-3" /> </span> <span data-part="hold" className="absolute -inset-px grid place-items-center rounded-[5px] border-[1.5px] border-[var(--checkpoint-accent)] opacity-0" > <span data-part="dot" className="size-1.5 rounded-full bg-[var(--checkpoint-accent)]" /> </span> </span> </div> </li> ); }); /* ── Checkpoint ───────────────────────────────────────────── */ export function Checkpoint({ rules, requests, current, autoplay = true, approveAfter = TIMING.approveAfter, approver = "a reviewer", log = true, onDecision, speed = TIMING.speed, dwell = TIMING.dwell, className, style, ...props }: CheckpointProps) { const rootRef = React.useRef<HTMLDivElement>(null); const tokenRef = React.useRef<HTMLSpanElement>(null); const cardRef = React.useRef<HTMLDivElement>(null); const logRef = React.useRef<HTMLOListElement>(null); const reduced = usePrefersReducedMotion(); const [active, setActive] = React.useState(() => Math.max( 0, requests.findIndex((r) => r.id === current), ), ); const [generation, setGeneration] = React.useState(0); const [phase, setPhase] = React.useState<Phase>({ kind: "queued" }); const [holding, setHolding] = React.useState(-1); const [entries, setEntries] = React.useState<LogEntry[]>([]); const [announcement, setAnnouncement] = React.useState(""); // `speed`, read by the runner and the log as each move starts, so a new value never restarts a request. const pace = Math.max(0.05, speed); const paceRef = React.useRef(pace); React.useLayoutEffect(() => { paceRef.current = pace; }, [pace]); // A new log line: it fades in on top while the older lines step down one line, // the oldest dropping out under the edge. Runs after the commit, before paint. const newest = entries[0]?.key; const lines = entries.length; React.useLayoutEffect(() => { const list = logRef.current; const first = list?.firstElementChild as HTMLElement | null | undefined; if (!list || !first || newest === undefined) return; if (reduced) { first.animate([{ opacity: 0 }, { opacity: 1 }], { duration: TIMING.reduced, easing: TIMING.fade }); return; } const roll = TIMING.log / paceRef.current; first.animate([{ opacity: 0 }, { opacity: 1 }], { duration: roll, easing: TIMING.outEase }); if (lines > 1) { list.animate([{ transform: `translateY(${-first.offsetHeight}px)` }, { transform: "translateY(0px)" }], { duration: roll, easing: TIMING.outEase, }); } }, [newest, lines, reduced]); // Handlers the runner installs and the buttons call. const decideRef = React.useRef<((choice: "approve" | "deny") => void) | null>(null); const hoverRef = React.useRef<(over: boolean) => void>(() => {}); const onDecide = React.useCallback((choice: "approve" | "deny") => decideRef.current?.(choice), []); const onHoverActions = React.useCallback((over: boolean) => hoverRef.current(over), []); // The latest labels and callbacks, read by the runner without restarting it. const latest = React.useRef({ rules, requests, approver, onDecision, dwell }); const ranRef = React.useRef(false); // a request has run, so the next one slides in React.useLayoutEffect(() => { latest.current = { rules, requests, approver, onDecision, dwell: Math.max(0, dwell) }; }); const ruleKey = rules.map((r) => r.id).join("\u0000"); const requestKey = JSON.stringify(requests.map((r) => [r.id, r.verdicts ?? {}])); const wait = approveAfter === false ? 0 : approveAfter; React.useEffect(() => { const root = rootRef.current; const token = tokenRef.current; if (!root || !token) return; const reqs = latest.current.requests; if (reqs.length === 0) return; const CANCEL = Symbol("cancel"); let cancelled = false; let visible = false; let waiters: (() => void)[] = []; let timer: Animation | null = null; let overActions = false; const timers = new Set<number>(); const anims = new Set<Animation>(); const loops = new Set<Animation>(); const check = () => { if (cancelled) throw CANCEL; }; /** A move's ms at the current `speed`. */ const paced = (ms: number) => ms / paceRef.current; const sleep = (ms: number) => new Promise<void>((resolve) => { const id = window.setTimeout(() => { timers.delete(id); resolve(); }, ms); timers.add(id); }).then(check); const frame = () => new Promise<void>((resolve) => requestAnimationFrame(() => resolve())).then(check); const gate = () => (visible ? Promise.resolve() : new Promise<void>((resolve) => waiters.push(resolve))).then(check); type Frame = { transform?: string; opacity?: number | string; offset?: number; easing?: string; }; /** WAAPI from explicit keyframes; on finish the end state is written inline and the animation dropped. */ const play = ( el: HTMLElement | null | undefined, frames: Frame[], duration: number, easing: string = TIMING.outEase, delay = 0, ) => { if (!el) return Promise.resolve().then(check); const a = el.animate(frames as Keyframe[], { duration, easing, delay, fill: "forwards", }); anims.add(a); return a.finished .then( () => { const end = frames[frames.length - 1]; if (end.transform !== undefined) el.style.transform = end.transform; if (end.opacity !== undefined) el.style.opacity = String(end.opacity); a.cancel(); }, () => {}, ) .finally(() => anims.delete(a)) .then(check); }; const set = (el: HTMLElement | null | undefined, transform?: string, opacity?: number) => { if (!el) return; if (transform !== undefined) el.style.transform = transform; if (opacity !== undefined) el.style.opacity = String(opacity); }; const state = (el: Element | null | undefined, value?: string) => { if (!el) return; if (value) el.setAttribute("data-state", value); else el.removeAttribute("data-state"); }; const rows = () => Array.from(root.querySelectorAll<HTMLElement>("[data-checkpoint-row]")); const part = (row: HTMLElement | undefined, name: string) => row?.querySelector<HTMLElement>(`[data-part="${name}"]`); const half = GATE.token / 2; /** y of an element's center, in the root's box. */ const centerY = (el: Element) => { const r = el.getBoundingClientRect(); return r.top + r.height / 2 - root.getBoundingClientRect().top; }; const stopAbove = (row: HTMLElement) => centerY(part(row, "arm") ?? row) - 1.5 - GATE.gap - half; const at = (y: number, x = 0) => `translate3d(${x}px, ${y - half}px, 0)`; let tokenY = 0; const origin = () => { const icon = cardRef.current?.querySelector("[data-part='icon']"); return icon ? centerY(icon) : 0; }; /** Everything back to rest at once: barriers down, boxes empty, token under the request card. */ const clearRows = () => { for (const row of rows()) { for (const name of ["pass", "block", "hold", "tint", "ink", "actions", "timer"]) { const el = part(row, name); if (el) { el.getAnimations().forEach((a) => a.cancel()); el.style.removeProperty("opacity"); el.style.removeProperty("transform"); } } const arm = part(row, "arm"); arm?.getAnimations().forEach((a) => a.cancel()); arm?.style.removeProperty("transform"); state(arm); state(part(row, "card")); set(part(row, "tag"), undefined, 1); } }; const park = () => { token.getAnimations().forEach((a) => a.cancel()); tokenY = origin(); set(token, at(tokenY), 1); }; const isReduced = reduced; const motion = !isReduced; /** The token's leg to `y`; the barrier it just passed closes behind it. */ const drive = (y: number, behind?: HTMLElement | null) => { if (behind) { play( behind, [{ transform: `rotate(${GATE.lift.angle}deg)` }, { transform: "rotate(0deg)" }], paced(TIMING.drop.duration), TIMING.outEase, paced(TIMING.drop.delay), ) .then(() => state(behind)) .catch(() => {}); } const from = tokenY; tokenY = y; return play(token, [{ transform: at(from) }, { transform: at(y) }], paced(TIMING.travel), TIMING.inOut); }; const tick = (el: HTMLElement | null | undefined) => motion ? play( el, [ { opacity: 0, transform: "scale(0.7)" }, { opacity: 1, transform: "scale(1)" }, ], paced(TIMING.tick), ) : play(el, [{ opacity: 0 }, { opacity: 1 }], TIMING.reduced, TIMING.fade); const breathe = (el: HTMLElement | null | undefined) => { if (!el || !motion) return; const a = el.animate([{ opacity: 1 }, { opacity: 0.3 }, { opacity: 1 }], { duration: TIMING.breathe.duration, iterations: Infinity, easing: TIMING.breathe.easing, }); loops.add(a); if (!visible) a.pause(); }; const stopLoops = () => { loops.forEach((a) => a.cancel()); loops.clear(); }; const addLog = async (entry: Omit<LogEntry, "key" | "time">) => { setEntries((list) => [{ ...entry, key: Date.now() + Math.random(), time: clock() }, ...list].slice(0, LOG_LINES + 1), ); // The roll-in itself runs in a layout effect once the line is committed. await sleep(motion ? paced(TIMING.log) : TIMING.reduced); }; const decide = (row: HTMLElement) => new Promise<"approve" | "deny" | "auto">((resolve) => { let done = false; const finish = (choice: "approve" | "deny" | "auto") => { if (done) return; done = true; decideRef.current = null; hoverRef.current = () => {}; timer?.cancel(); timer = null; // A decision made from the keyboard leaves focus on the checkpoint, not on a button that's going away. if (row.contains(document.activeElement)) root.focus({ preventScroll: true }); resolve(choice); }; decideRef.current = finish; const timerEl = part(row, "timer"); if (autoplay && wait > 0 && timerEl) { const a = timerEl.animate([{ transform: "scaleX(0)" }, { transform: "scaleX(1)" }], { duration: wait, easing: TIMING.timer, fill: "forwards", }); timer = a; overActions = false; if (!visible) a.pause(); hoverRef.current = (over) => { overActions = over; if (over) a.pause(); else if (visible) a.play(); }; a.finished.then( () => finish("auto"), () => {}, ); } }).then((choice) => { check(); return choice; }); /** One request, top to bottom. */ const run = async (index: number, enter: boolean) => { const req = latest.current.requests[index]; if (!req) return; if (enter) { await play( cardRef.current?.querySelector<HTMLElement>("[data-part='content']"), [{ opacity: 1 }, { opacity: 0 }], paced(TIMING.enter.out), TIMING.fade, ); setActive(index); setGeneration((g) => g + 1); setPhase({ kind: "checking" }); await frame(); await frame(); park(); await sleep(motion ? paced(TIMING.enter.duration) * 0.6 : TIMING.reduced); } else { setActive(index); setPhase({ kind: "checking" }); park(); } const list = rows(); const ruleList = latest.current.rules; let behind: HTMLElement | null = null; let outcome: CheckpointOutcome = "cleared"; let stopped: CheckpointRule | undefined; let approvedBy = ""; for (let i = 0; i < list.length; i++) { const row = list[i]; const rule = ruleList[i]; if (!rule) break; const verdict = req.verdicts?.[rule.id] ?? "pass"; const arm = part(row, "arm"); const card = part(row, "card"); await gate(); if (motion) await drive(stopAbove(row), behind); behind = null; // read state(arm, "active"); if (motion) await play(part(row, "tint"), [{ opacity: 0 }, { opacity: 1 }], paced(TIMING.read), TIMING.outEase); else await sleep(TIMING.reduced); await gate(); let lifted = verdict === "pass"; if (verdict === "hold") { state(card, "hold"); set(part(row, "tint"), undefined, 1); setHolding(i); setPhase({ kind: "hold", rule: rule.label }); setAnnouncement(`${req.label} needs approval: ${rule.label}${rule.detail ? `. ${rule.detail}` : ""}.`); const hold = part(row, "hold"); tick(hold).catch(() => {}); breathe(part(row, "dot")); if (motion) { play( token, [{ transform: at(tokenY) }, { transform: at(tokenY + GATE.settle.distance) }], paced(TIMING.settle), ).catch(() => {}); tokenY += GATE.settle.distance; } await frame(); const fade = motion ? paced(TIMING.swap) : TIMING.reduced; play(part(row, "tag"), [{ opacity: 1 }, { opacity: 0 }], fade, TIMING.fade).catch(() => {}); await play(part(row, "actions"), [{ opacity: 0 }, { opacity: 1 }], fade, TIMING.fade); const choice = await decide(row); setHolding(-1); stopLoops(); play(part(row, "actions"), [{ opacity: 1 }, { opacity: 0 }], fade, TIMING.fade).catch(() => {}); play(part(row, "tag"), [{ opacity: 0 }, { opacity: 1 }], fade, TIMING.fade).catch(() => {}); play(hold, [{ opacity: 1 }, { opacity: 0 }], fade, TIMING.fade).catch(() => {}); state(card); if (choice === "deny") { outcome = "denied"; } else { approvedBy = choice === "auto" ? latest.current.approver : "you"; lifted = true; } setPhase({ kind: "checking" }); } if (lifted) { play(part(row, "tint"), [{ opacity: 1 }, { opacity: 0 }], paced(TIMING.untint), TIMING.fade).catch(() => {}); tick(part(row, "pass")).catch(() => {}); if (motion) { play( arm, [{ transform: "rotate(0deg)" }, { transform: `rotate(${GATE.lift.angle}deg)` }], paced(TIMING.lift), TIMING.outEase, ).catch(() => {}); // the token pulls away halfway up; the barrier closes behind it on its next leg await sleep(paced(TIMING.lift) / 2); behind = arm ?? null; } else { state(arm); await sleep(TIMING.reduced); } continue; } // block, or a hold that was denied stopped = rule; if (outcome !== "denied") outcome = "blocked"; state(arm, "block"); state(card, "block"); set(part(row, "tint"), undefined, 0); set(part(row, "ink"), undefined, 1); tick(part(row, "block")).catch(() => {}); if (motion && outcome === "blocked") { const d = GATE.knock.distance; const y = tokenY; await play( token, [ { transform: at(y), easing: TIMING.inEase }, { transform: at(y + d), offset: 0.22, easing: TIMING.outEase }, { transform: at(y), offset: 0.5, easing: TIMING.inEase, }, { transform: at(y + d / 2), offset: 0.68, easing: TIMING.outEase }, { transform: at(y) }, ], paced(TIMING.knock.duration), TIMING.knock.easing, ); } if (motion) { await play( token, [ { transform: at(tokenY), opacity: 1 }, { transform: at(tokenY, -GATE.away.distance), opacity: 0 }, ], paced(TIMING.away), TIMING.outEase, ); } break; } if (outcome === "cleared") { setPhase({ kind: "cleared" }); setAnnouncement(`${req.label} cleared${approvedBy ? `, approved by ${approvedBy}` : ""}.`); const listEl = logRef.current; if (motion) { const end = log && listEl ? centerY(listEl) - listEl.getBoundingClientRect().height / 2 + 11 : tokenY + 40; await drive(end, behind); behind = null; play(token, [{ opacity: 1 }, { opacity: 0 }], paced(TIMING.tokenOut), TIMING.fade).catch(() => {}); } if (log) { await addLog({ ok: true, label: req.label, note: approvedBy ? `ran · approved by ${approvedBy}` : "ran", }); } } else { const why = req.reason ?? stopped?.label ?? ""; setPhase(outcome === "denied" ? { kind: "denied", rule: why } : { kind: "blocked", rule: why }); setAnnouncement(`${req.label} ${outcome === "denied" ? "denied" : "blocked"}${why ? `: ${why}` : ""}.`); if (log) await addLog({ ok: false, label: req.label, note: `${outcome}${why ? ` · ${why}` : ""}`, }); } latest.current.onDecision?.(req.id, outcome, stopped?.id); }; /** Boxes clear and barriers close, last row first. */ const reset = async () => { const list = rows(); const fades: Promise<void>[] = []; list .slice() .reverse() .forEach((row, k) => { const delay = motion ? k * paced(TIMING.reset.stagger) : 0; for (const name of ["pass", "block", "tint", "ink"]) { const el = part(row, name); if (el && el.style.opacity && el.style.opacity !== "0") { fades.push(play(el, [{ opacity: 1 }, { opacity: 0 }], paced(TIMING.reset.duration), TIMING.fade, delay)); } } state(part(row, "card")); }); await Promise.all(fades); clearRows(); }; const start = Math.max( 0, reqs.findIndex((r) => r.id === current), ); const loop = current === undefined && autoplay; const main = async () => { const again = ranRef.current; if (!again) { clearRows(); park(); } await gate(); if (again) await reset(); let index = start; let enter = again; for (;;) { ranRef.current = true; await run(index, enter); enter = true; if (!loop) break; await sleep(latest.current.dwell); await gate(); await reset(); index = (index + 1) % latest.current.requests.length; } }; const setVisible = (v: boolean) => { visible = v; if (v) { const ready = waiters; waiters = []; ready.forEach((resolve) => resolve()); if (timer && !overActions) timer.play(); loops.forEach((a) => a.play()); } else { timer?.pause(); loops.forEach((a) => a.pause()); } }; let inView = false; const io = new IntersectionObserver( ([entry]) => { inView = entry.isIntersecting && entry.intersectionRatio >= GATE.view - 0.01; if (!entry.isIntersecting) inView = false; setVisible(inView && !document.hidden); }, { threshold: [0, GATE.view] }, ); io.observe(root); const onVisibility = () => setVisible(inView && !document.hidden); document.addEventListener("visibilitychange", onVisibility); main().catch((error) => { if (error !== CANCEL) throw error; }); return () => { cancelled = true; io.disconnect(); document.removeEventListener("visibilitychange", onVisibility); timers.forEach((id) => window.clearTimeout(id)); anims.forEach((a) => a.cancel()); stopLoops(); timer?.cancel(); decideRef.current = null; hoverRef.current = () => {}; setHolding(-1); }; }, [ruleKey, requestKey, current, autoplay, wait, log, reduced]); const req = requests[active] ?? requests[0]; const status = (() => { switch (phase.kind) { // `short` is what a narrow box shows, so the request's name keeps its room. case "queued": return { id: "queued", tone: "muted", text: "Queued", short: "Queued" }; case "checking": return { id: "checking", tone: "muted", text: "Checking", short: "Checking" }; case "hold": return { id: `hold-${phase.rule}`, tone: "accent", text: "Waiting on approval", short: "Waiting" }; case "cleared": return { id: "cleared", tone: "accent", text: "Cleared", short: "Cleared" }; case "blocked": return { id: `blocked-${phase.rule}`, tone: "ink", text: phase.rule ? `Blocked · ${phase.rule}` : "Blocked", short: "Blocked", }; case "denied": return { id: `denied-${phase.rule}`, tone: "ink", text: phase.rule ? `Denied · ${phase.rule}` : "Denied", short: "Denied", }; } })(); return ( <div ref={rootRef} tabIndex={-1} className={cn( "@container/checkpoint relative w-full text-zinc-950 outline-none [--checkpoint-accent:#ff3b1f] [--checkpoint-button:color-mix(in_oklab,var(--checkpoint-accent)_80%,black)] [--checkpoint-text:color-mix(in_oklab,var(--checkpoint-accent)_78%,black)] dark:text-zinc-100 dark:[--checkpoint-accent:#ff5a3c] dark:[--checkpoint-button:color-mix(in_oklab,var(--checkpoint-accent)_72%,black)] dark:[--checkpoint-text:var(--checkpoint-accent)]", className, )} style={style} {...props} > <span className="sr-only" aria-live="polite"> {announcement} </span> {/* The lane's hairline, from under the request card to the log. */} <span aria-hidden className={cn( "pointer-events-none absolute top-6 left-[19.5px] w-px bg-zinc-950/10 dark:bg-white/10", log ? "bottom-[55px]" : "bottom-0", )} /> {/* The request card: the token waits under it, so it drops out from beneath the icon. */} <div ref={cardRef} className="relative z-10 flex min-h-12 items-center gap-3 rounded-xl border border-zinc-950/[0.08] bg-white py-2 pr-3 pl-1.5 shadow-[0_1px_2px_rgba(0,0,0,0.04),0_4px_12px_-6px_rgba(0,0,0,0.08)] dark:border-white/10 dark:bg-zinc-900" > {req ? ( <RequestContent key={generation} request={req} enter={generation > 0} reduced={reduced} speed={pace} /> ) : null} <span className="ml-auto flex shrink-0 items-center text-[12px] leading-4 font-medium"> <Swap id={status.id} reduced={reduced}> {/* Each status carries its own color, so the leaving one keeps its tone as it fades. */} <span className={cn( "inline-flex items-center gap-1.5", status.tone === "muted" && "text-zinc-500 dark:text-zinc-400", status.tone === "accent" && "text-[var(--checkpoint-text)]", status.tone === "ink" && "text-zinc-950 dark:text-zinc-100", )} > {status.id === "cleared" ? ( <Check className="size-3" /> ) : status.tone === "ink" ? ( <Cross className="size-3" /> ) : ( <span aria-hidden className={cn( "size-1.5 rounded-full", status.tone === "accent" ? "bg-[var(--checkpoint-accent)]" : "bg-zinc-950/25 dark:bg-white/30", )} /> )} <span className="@[28rem]/checkpoint:hidden">{status.short}</span> <span className="hidden max-w-[30ch] truncate @[28rem]/checkpoint:block">{status.text}</span> </span> </Swap> </span> </div> <span ref={tokenRef} aria-hidden className="pointer-events-none absolute top-0 left-[14px] z-[5] size-3 rounded-[4px] bg-[var(--checkpoint-accent)] shadow-[0_0_0_3px_color-mix(in_oklab,var(--checkpoint-accent)_18%,transparent)] will-change-transform" /> <ol className="relative mt-3 space-y-2"> {rules.map((rule, i) => ( <RuleRow key={rule.id} rule={rule} holding={holding === i} onDecide={onDecide} onHoverActions={onHoverActions} /> ))} </ol> {log ? ( <div className="relative mt-3 h-[66px] overflow-hidden [mask-image:linear-gradient(to_bottom,#000_70%,transparent)]"> <ol ref={logRef} className="will-change-transform" aria-label="Recent decisions"> {entries.map((entry) => ( <li key={entry.key} className="grid h-[22px] grid-cols-[2.5rem_minmax(0,1fr)_auto] items-center"> <span className="grid place-items-center"> <span className={cn( "grid size-3 place-items-center rounded-[4px]", entry.ok ? "bg-[var(--checkpoint-accent)] text-white" : "bg-zinc-950 text-white dark:bg-white dark:text-zinc-950", )} > {entry.ok ? <Check className="size-2.5" /> : <Cross className="size-2.5" />} </span> </span> <span className="min-w-0 truncate text-[12px] text-zinc-500 dark:text-zinc-400"> <span className="font-mono text-[11.5px] text-zinc-800 dark:text-zinc-200">{entry.label}</span>{" "} {entry.note} </span> <span className="pl-3 font-mono text-[11px] text-zinc-400 tabular-nums dark:text-zinc-500"> {entry.time} </span> </li> ))} </ol> </div> ) : null} </div> ); } /* ── RequestContent ───────────────────────────────────────── */ // The request card's contents. A new request slides in from the left; the // first one is already there when the page loads. function RequestContent({ request, enter, reduced, speed, }: { request: CheckpointRequest; enter: boolean; reduced: boolean; speed: number; }) { const ref = React.useRef<HTMLDivElement>(null); // Each request mounts fresh (keyed), so it slides in at the speed it arrived with. const [slide] = React.useState(() => TIMING.enter.duration / speed); React.useLayoutEffect(() => { if (!enter || !ref.current) return; const a = ref.current.animate( reduced ? [{ opacity: 0 }, { opacity: 1 }] : [ { opacity: 0, transform: `translateX(${-GATE.enter.distance}px)` }, { opacity: 1, transform: "none" }, ], { duration: reduced ? TIMING.reduced : slide, easing: TIMING.outEase, }, ); return () => a.cancel(); }, [enter, reduced, slide]); return ( <div ref={ref} data-part="content" className="flex min-w-0 items-center gap-3"> <span data-part="icon" aria-hidden className="grid size-[26px] shrink-0 place-items-center rounded-lg bg-[color-mix(in_oklab,var(--checkpoint-accent)_12%,transparent)] text-[var(--checkpoint-accent)] [&_svg]:size-3.5" > {request.icon ?? <span className="size-1.5 rounded-full bg-current" />} </span> <span className="min-w-0"> <span className="block truncate font-mono text-[13px] leading-[18px] text-zinc-950 dark:text-zinc-100"> {request.label} </span> {request.meta ? ( <span className="block truncate text-[12px] leading-4 text-zinc-500 dark:text-zinc-400">{request.meta}</span> ) : null} </span> </div> ); }Update the import paths
The file imports
cnfrom@/lib/utils. Change the path if your project uses a different alias.
Examples
Finished sections built with Checkpoint. Each one installs whole, with the component included.
Release Gate
Releases through tests, preview, migrations and a change freeze, where a Friday-evening deploy is turned away.
Release gate · northwind/production
import * as React from "react";
import { Checkpoint, type CheckpointRequest, type CheckpointRule } from "@/components/ui/checkpoint";
function Glyph({ children }: { children: React.ReactNode }) {
return (
<svg
viewBox="0 0 24 24"
fill="none"
stroke="currentColor"
strokeWidth="1.8"
strokeLinecap="round"
strokeLinejoin="round"
aria-hidden
>
{children}
</svg>
);
}
const rocket = (
<Glyph>
<path d="M12 3c3 2 4.5 5.2 4.5 9v3.5h-9V12c0-3.8 1.5-7 4.5-9z" />
<path d="M7.5 13l-2.5 2v3.5l2.5-1.5M16.5 13l2.5 2v3.5L16.5 17M10 20h4" />
<circle cx="12" cy="9.5" r="1.4" />
</Glyph>
);
// Northwind's release checks. Every name, version and time is made up.
const RULES: CheckpointRule[] = [
{
id: "tests",
label: "Tests",
detail: "1,284 passing on the release commit",
value: "CI",
icon: (
<Glyph>
<path d="M9 3.5h6M10 3.5v5.2L5.2 18a1.6 1.6 0 0 0 1.4 2.5h10.8a1.6 1.6 0 0 0 1.4-2.5L14 8.7V3.5" />
<path d="M7.6 14.5h8.8" />
</Glyph>
),
},
{
id: "preview",
label: "Preview",
detail: "Signed off on the preview URL",
value: "Design",
icon: (
<Glyph>
<path d="M2.5 12s3.5-6.5 9.5-6.5 9.5 6.5 9.5 6.5-3.5 6.5-9.5 6.5S2.5 12 2.5 12z" />
<circle cx="12" cy="12" r="2.8" />
</Glyph>
),
},
{
id: "migrations",
label: "Migrations",
detail: "Destructive changes need a DBA",
value: "Safe",
icon: (
<Glyph>
<ellipse cx="12" cy="6" rx="7" ry="2.7" />
<path d="M5 6v12c0 1.5 3.1 2.7 7 2.7s7-1.2 7-2.7V6M5 12c0 1.5 3.1 2.7 7 2.7s7-1.2 7-2.7" />
</Glyph>
),
},
{
id: "freeze",
label: "Change freeze",
detail: "No deploys Fri 16:00 → Mon 09:00",
value: "Freeze",
icon: (
<Glyph>
<path d="M12 3v18M4.2 7.5l15.6 9M4.2 16.5l15.6-9M9.5 4.5L12 6.5l2.5-2M9.5 19.5L12 17.5l2.5 2" />
</Glyph>
),
},
];
const REQUESTS: CheckpointRequest[] = [
{ id: "web-2140", label: "web@2.14.0", meta: "18 commits · maya.l", icon: rocket },
{
id: "api-320",
label: "api@3.2.0",
meta: "drops column users.legacy_id",
verdicts: { migrations: "hold" },
icon: rocket,
},
{
id: "web-2150",
label: "web@2.15.0",
meta: "Fri 17:42 · 41 commits · jonas.r",
verdicts: { freeze: "block" },
reason: "Freeze until Mon 09:00",
icon: rocket,
},
];
export function CheckpointDeployDemo() {
return (
<div className="w-full max-w-xl rounded-[26px] border border-zinc-950/[0.08] bg-white p-1.5 shadow-[0_1px_2px_rgba(0,0,0,0.04)] dark:border-white/10 dark:bg-zinc-950">
<div className="rounded-[20px] bg-zinc-50 p-4 sm:p-5 dark:bg-white/[0.03]">
<div className="mb-4 flex items-center justify-between gap-4 px-0.5">
<div className="flex min-w-0 items-center gap-2">
<span className="grid size-6 place-items-center rounded-md bg-zinc-950 text-[11px] font-semibold text-white dark:bg-white dark:text-zinc-950">
N
</span>
<p className="truncate text-[13px] font-semibold tracking-tight text-zinc-950 dark:text-zinc-100">
Release gate <span className="font-normal text-zinc-500 dark:text-zinc-400">· northwind/production</span>
</p>
</div>
<span className="hidden shrink-0 rounded-full border border-zinc-950/10 px-2 py-0.5 font-mono text-[11px] text-zinc-500 sm:inline dark:border-white/15 dark:text-zinc-400">
eu-west-1
</span>
</div>
<Checkpoint
rules={RULES}
requests={REQUESTS}
approver="Priya (DBA)"
className="[--checkpoint-accent:#2f5bff] dark:[--checkpoint-accent:#6d8bff]"
/>
</div>
</div>
);
}
Add this moment from KeyframeUI to our project and adapt it to our content. Checkpoint: A request that has to clear your rules before it runs. A token drops out from under the request and drives down a lane, past one barrier per rule: each one swings open downward, the way the token is going, as its rule passes and the row ticks. A rule that needs sign-off keeps its barrier down and turns its row into Approve and Deny; a rule the request breaks stays shut, and the token knocks against it twice and is turned away. Every outcome rolls into a short log underneath. This demo, Release Gate: Releases through tests, preview, migrations and a change freeze, where a Friday-evening deploy is turned away. 1. Install it: npx shadcn@latest add @keyframeui/checkpoint-deploy-demo (If the CLI can't find @keyframeui, use https://keyframeui.com/r/checkpoint-deploy-demo.json instead.) It adds the demo, components/checkpoint-deploy-demo.tsx, and the component, components/ui/checkpoint.tsx. 2. Make it ours: our copy, data, images and colors. Keep the structure the motion depends on. If we only need the effect, use <Checkpoint> on its own. 3. These props set its feel. Change them before you change the file: - speed (default 1): How fast each request plays, as a multiple of the default pace: the token's legs, the barriers swinging open and shut, the rows ticking, a knock, the log line rolling in and the next request sliding in. `2` is twice as fast. - dwell (default 1600): How long an outcome stays up before the next request comes in, in ms. Only with autoplay. 4. Don't change, in components/ui/checkpoint.tsx: - One async runner owns every move: WAAPI keyframes on the `data-part` hooks, each end state written inline as it finishes. React only decides which row's Approve / Deny can be reached. - Only transform and opacity move. A barrier swings down about its pivot, the way the token travels, so its tip stays clear of the token, and closes only once the token is past its reach. - Approve / Deny float over the row's right end and stay `inert` unless that row holds, so a hold never moves the row or focus; a decision made from the keyboard leaves focus on the checkpoint. - Off screen and on a hidden tab the runner waits between steps (`gate()`), and the approval timer and the waiting dot pause where they are. - Under reduced motion there's no token, travel, lifting or knocking: each rule resolves with an opacity change and the barriers only change color. Its timing is all in the TIMING block at the top of that file. Docs: https://keyframeui.com/components/checkpoint.md
Spend Policy
A studio's company card policy: a flight waits on its receipt, and a casino charge is blocked by merchant category.
Card policy · Tinta Studio
3 cards live
import * as React from "react";
import { Checkpoint, type CheckpointRequest, type CheckpointRule } from "@/components/ui/checkpoint";
function Glyph({ children }: { children: React.ReactNode }) {
return (
<svg
viewBox="0 0 24 24"
fill="none"
stroke="currentColor"
strokeWidth="1.8"
strokeLinecap="round"
strokeLinejoin="round"
aria-hidden
>
{children}
</svg>
);
}
const card = (
<Glyph>
<rect x="3" y="5.5" width="18" height="13" rx="2.5" />
<path d="M3 10h18M7 15h4" />
</Glyph>
);
// Tinta, a design studio, and its company card policy. Merchants and people are made up.
const RULES: CheckpointRule[] = [
{
id: "merchant",
label: "Merchant",
detail: "Software, travel, meals, print",
value: "Allowed",
icon: (
<Glyph>
<path d="M4 9.5L5.5 4h13L20 9.5M4 9.5h16M4 9.5c0 1.5 1.2 2.5 2.7 2.5s2.6-1 2.6-2.5c0 1.5 1.2 2.5 2.7 2.5s2.7-1 2.7-2.5c0 1.5 1.1 2.5 2.6 2.5S20 11 20 9.5M5.5 12v8h13v-8" />
</Glyph>
),
},
{
id: "limit",
label: "Per charge",
detail: "Anything larger goes through a PO",
value: "≤ $2,000",
icon: (
<Glyph>
<path d="M4 18h16M6.5 18V11M12 18V6M17.5 18v-4" />
</Glyph>
),
},
{
id: "receipt",
label: "Receipt",
detail: "Over $75 needs one, or finance signs",
value: "> $75",
icon: (
<Glyph>
<path d="M6 3.5h12v17l-2-1.3-2 1.3-2-1.3-2 1.3-2-1.3-2 1.3z" />
<path d="M9 8h6M9 11.5h6M9 15h3.5" />
</Glyph>
),
},
{
id: "budget",
label: "Budget",
detail: "Design team, Q4",
value: "$18,400 left",
icon: (
<Glyph>
<path d="M12 3.5a8.5 8.5 0 1 0 8.5 8.5H12z" />
<path d="M15 3.8A8.5 8.5 0 0 1 20.2 9H15z" />
</Glyph>
),
},
];
const REQUESTS: CheckpointRequest[] = [
{ id: "figma", label: "FIGMA* ANNUAL", meta: "$45.00 · Lena Ortiz", icon: card },
{
id: "flight",
label: "NORDAIR 0742",
meta: "$1,386.40 · Sam Okafor, client visit in Oslo",
verdicts: { receipt: "hold" },
icon: card,
},
{
id: "casino",
label: "LUCKY STAR CASINO",
meta: "$600.00 · Sam Okafor",
verdicts: { merchant: "block" },
reason: "Gambling isn't covered",
icon: card,
},
];
export function CheckpointSpendDemo() {
return (
<div className="w-full max-w-xl rounded-[26px] border border-zinc-950/[0.08] bg-white p-1.5 shadow-[0_1px_2px_rgba(0,0,0,0.04)] dark:border-white/10 dark:bg-zinc-950">
<div className="rounded-[20px] bg-zinc-50 bg-[radial-gradient(120%_70%_at_50%_0%,rgba(10,159,92,0.08),transparent_70%)] p-4 sm:p-5 dark:bg-white/[0.03] dark:bg-[radial-gradient(120%_70%_at_50%_0%,rgba(50,213,131,0.08),transparent_70%)]">
<div className="mb-4 flex items-baseline justify-between gap-4 px-0.5">
<p className="text-[13px] font-semibold tracking-tight text-zinc-950 dark:text-zinc-100">
Card policy <span className="font-normal text-zinc-500 dark:text-zinc-400">· Tinta Studio</span>
</p>
<p className="text-[12px] text-zinc-500 tabular-nums dark:text-zinc-400">3 cards live</p>
</div>
<Checkpoint
rules={RULES}
requests={REQUESTS}
approver="Finance"
className="[--checkpoint-accent:#0a9f5c] dark:[--checkpoint-accent:#32d583]"
/>
</div>
</div>
);
}
Add this moment from KeyframeUI to our project and adapt it to our content. Checkpoint: A request that has to clear your rules before it runs. A token drops out from under the request and drives down a lane, past one barrier per rule: each one swings open downward, the way the token is going, as its rule passes and the row ticks. A rule that needs sign-off keeps its barrier down and turns its row into Approve and Deny; a rule the request breaks stays shut, and the token knocks against it twice and is turned away. Every outcome rolls into a short log underneath. This demo, Spend Policy: A studio's company card policy: a flight waits on its receipt, and a casino charge is blocked by merchant category. 1. Install it: npx shadcn@latest add @keyframeui/checkpoint-spend-demo (If the CLI can't find @keyframeui, use https://keyframeui.com/r/checkpoint-spend-demo.json instead.) It adds the demo, components/checkpoint-spend-demo.tsx, and the component, components/ui/checkpoint.tsx. 2. Make it ours: our copy, data, images and colors. Keep the structure the motion depends on. If we only need the effect, use <Checkpoint> on its own. 3. These props set its feel. Change them before you change the file: - speed (default 1): How fast each request plays, as a multiple of the default pace: the token's legs, the barriers swinging open and shut, the rows ticking, a knock, the log line rolling in and the next request sliding in. `2` is twice as fast. - dwell (default 1600): How long an outcome stays up before the next request comes in, in ms. Only with autoplay. 4. Don't change, in components/ui/checkpoint.tsx: - One async runner owns every move: WAAPI keyframes on the `data-part` hooks, each end state written inline as it finishes. React only decides which row's Approve / Deny can be reached. - Only transform and opacity move. A barrier swings down about its pivot, the way the token travels, so its tip stays clear of the token, and closes only once the token is past its reach. - Approve / Deny float over the row's right end and stay `inert` unless that row holds, so a hold never moves the row or focus; a decision made from the keyboard leaves focus on the checkpoint. - Off screen and on a hidden tab the runner waits between steps (`gate()`), and the approval timer and the waiting dot pause where they are. - Under reduced motion there's no token, travel, lifting or knocking: each rule resolves with an opacity change and the barriers only change color. Its timing is all in the TIMING block at the top of that file. Docs: https://keyframeui.com/components/checkpoint.md
Props
| Prop | Type | Default | Description |
|---|---|---|---|
rules Required | CheckpointRule[] | None | The rules, top to bottom, as { id, label, detail?, value?, icon? }. label is the rule's name, detail one line under it, value a short mono tag on the right (hidden in boxes under 26rem) and icon a small glyph drawn in currentColor. Each rule gets a barrier in the lane. |
requests Required | CheckpointRequest[] | None | The requests that come through, in order, as { id, label, meta?, icon?, verdicts?, reason? }. label is what's asking, in mono; meta says who sent it and what it carries; verdicts maps rule ids to "pass", "hold" or "block" (a rule left out passes); reason replaces the rule's name in the status when it's blocked. |
current | string | None | The id of the request to run. Set it to drive the checkpoint yourself: each change runs that request once, sliding it in. Leave it out and autoplay runs them in turn. |
autoplay | boolean | true | Run the requests one after another and start over after the last. With false the first one runs once. It waits off screen and on a hidden tab. |
approveAfter | number | false | 2400 | Ms a rule that needs sign-off waits before it approves itself, with a hairline filling under Approve, or false to wait for the visitor. Only with autoplay. Pointing at the buttons holds the timer. |
speed | number | 1 | How fast each request plays, as a multiple of the default pace: the token's legs, the barriers swinging open and shut, the rows ticking, a knock, the log line rolling in and the next request sliding in. 2 is twice as fast. |
dwell | number | 1600 | How long an outcome stays up before the next request comes in, in ms. Only with autoplay. |
approver | string | "a reviewer" | Who signs off when a hold approves itself, as written in the log. |
log | boolean | true | Show the last three outcomes under the rules, newest on top, each with the time it was settled. |
onDecision | (requestId: string, outcome: CheckpointOutcome, ruleId?: string) => void | None | Called when a request is settled. outcome is "cleared", "blocked" or "denied", and ruleId is the rule that stopped it. |
className | string | None | Extra classes for the root. Set the accent with --checkpoint-accent (#ff3b1f, #ff5a3c in dark): the token, the open barrier, passed boxes and waiting rows use it, and the Approve button and accent text use a darker mix of it so white and accent text stay readable. Override those with --checkpoint-button and --checkpoint-text. |
rulesRequiredType
CheckpointRule[]The rules, top to bottom, as
{ id, label, detail?, value?, icon? }.labelis the rule's name,detailone line under it,valuea short mono tag on the right (hidden in boxes under 26rem) andicona small glyph drawn in currentColor. Each rule gets a barrier in the lane.requestsRequiredType
CheckpointRequest[]The requests that come through, in order, as
{ id, label, meta?, icon?, verdicts?, reason? }.labelis what's asking, in mono;metasays who sent it and what it carries;verdictsmaps rule ids to"pass","hold"or"block"(a rule left out passes);reasonreplaces the rule's name in the status when it's blocked.currentType
stringThe id of the request to run. Set it to drive the checkpoint yourself: each change runs that request once, sliding it in. Leave it out and
autoplayruns them in turn.autoplayType
booleanDefaulttrueRun the requests one after another and start over after the last. With
falsethe first one runs once. It waits off screen and on a hidden tab.approveAfterType
number | falseDefault2400Ms a rule that needs sign-off waits before it approves itself, with a hairline filling under Approve, or
falseto wait for the visitor. Only with autoplay. Pointing at the buttons holds the timer.speedType
numberDefault1How fast each request plays, as a multiple of the default pace: the token's legs, the barriers swinging open and shut, the rows ticking, a knock, the log line rolling in and the next request sliding in.
2is twice as fast.dwellType
numberDefault1600How long an outcome stays up before the next request comes in, in ms. Only with autoplay.
approverType
stringDefault"a reviewer"Who signs off when a hold approves itself, as written in the log.
logType
booleanDefaulttrueShow the last three outcomes under the rules, newest on top, each with the time it was settled.
onDecisionType
(requestId: string, outcome: CheckpointOutcome, ruleId?: string) => voidCalled when a request is settled.
outcomeis"cleared","blocked"or"denied", andruleIdis the rule that stopped it.classNameType
stringExtra classes for the root. Set the accent with
--checkpoint-accent(#ff3b1f,#ff5a3cin dark): the token, the open barrier, passed boxes and waiting rows use it, and the Approve button and accent text use a darker mix of it so white and accent text stay readable. Override those with--checkpoint-buttonand--checkpoint-text.