Show a spinner while the table is starting
instance.start() runs synchronously and blocks the main thread for a noticeable moment on heavy WASM init, so pressing "Tap to Start" would freeze on the old screen with no feedback until the HUD suddenly appeared. Add a "starting" status between "ready" and "running", and defer the actual start() call by a nested rAF so the browser gets a chance to paint the spinner before the blocking call runs. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -10,7 +10,7 @@ import { hasWebGL2 } from "./webglSupport";
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// outside webpack's module graph (see scripts/copy-engine-assets.mjs).
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const ENGINE_BASE_URL = "/vendor/vpinball-wasm";
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export type PinballStatus = "idle" | "loading" | "ready" | "running" | "error";
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export type PinballStatus = "idle" | "loading" | "ready" | "starting" | "running" | "error";
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interface EngineModule {
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loadPinball(options: LoadPinballOptions): Promise<PinballInstance>;
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@@ -114,8 +114,18 @@ export function usePinballInstance(
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const start = useCallback(() => {
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if (!instanceRef.current) return;
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instanceRef.current.start();
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setStatus("running");
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setStatus("starting");
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// instance.start() runs synchronously and blocks the main thread for a
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// noticeable moment (heavy WASM init) — a nested rAF lets the browser
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// paint the "starting" spinner from the state update above before that
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// block hits, instead of the UI freezing on the old screen mid-click.
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requestAnimationFrame(() => {
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requestAnimationFrame(() => {
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if (disposedRef.current || !instanceRef.current) return;
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instanceRef.current.start();
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setStatus("running");
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});
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});
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}, []);
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return { status, progress, error, loadTimeMs, instanceRef, start };
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