summaryrefslogtreecommitdiff
path: root/src/animation.zig
diff options
context:
space:
mode:
authorGabriel Schneider <[email protected]>2026-09-28 12:57:47 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:14 -0300
commit30c2c8a154e770b3920bcfd7d553825fe9182bf4 (patch)
treeecdce274f1cb25095c72f4da62b7c35e23aee04c /src/animation.zig
parent8f31fc6bfaae2d29b2bb5cc2149fcd7033cd9724 (diff)
downloadpardes-30c2c8a154e770b3920bcfd7d553825fe9182bf4.tar.gz
pardes-30c2c8a154e770b3920bcfd7d553825fe9182bf4.zip
Move the frame into draw.zig and the transitions out of layout.zig
Pure moves, no behaviour change. draw.zig holds the whole core frame in order: render, the pane, tag, header and notice painters it calls, and the character-effect composition (Pardes.render stays a declaration alias). Presentation.zig is the panel presentation state as a file struct, and animation.zig the easing curves, transition kinds, tracks and boxes, the character effects' sources and the generic displayed-value transition, all of which lived in layout.zig. layout.zig keeps only layout.
Diffstat (limited to 'src/animation.zig')
-rw-r--r--src/animation.zig744
1 files changed, 744 insertions, 0 deletions
diff --git a/src/animation.zig b/src/animation.zig
new file mode 100644
index 00000000..b190c1a1
--- /dev/null
+++ b/src/animation.zig
@@ -0,0 +1,744 @@
+//! Animation curves and the panel transition records every shell reads:
+//! easing presets, transition kinds and their tracks, the fractional boxes
+//! they move through, the character effects' per-cell sources, and the
+//! generic displayed-value Transition the chrome colours use.
+const std = @import("std");
+
+pub const ascii_max_movement_frames: u16 = 12;
+
+pub const Easing = enum(u8) {
+ linear,
+ smooth,
+ /// Quintic ease-in-out. It creeps at both ends and crosses the middle of
+ /// the distance fast, inside the same frame count a linear walk would use.
+ smoother,
+ in_cubic,
+ out_cubic,
+ out_back,
+};
+
+pub const Transition = enum(u8) {
+ // Numeric values are shared with the GUI shader ABI.
+ off = 0,
+ slide = 1,
+ zoom = 2,
+ dissolve = 3,
+ ascii = 4,
+ vertical = 5,
+ edges = 6,
+ fall = 7,
+ wave = 8,
+ curtain = 9,
+ scramble = 10,
+ typewriter = 11,
+
+ pub fn easing(effect: Transition) Easing {
+ return switch (effect) {
+ .off, .dissolve, .wave => .smooth,
+ .slide, .vertical, .edges => .out_cubic,
+ .zoom => .out_back,
+ // Character walks and per-cell locks read best with a slow start,
+ // a fast middle, and a slow settle over their fixed frame count.
+ .ascii, .fall, .scramble => .smoother,
+ // A sweep and a typewriter are constant-rate by definition: easing
+ // their head would make the pass visibly hesitate mid-pane.
+ .curtain, .typewriter => .linear,
+ };
+ }
+
+ pub fn frames(effect: Transition) u16 {
+ return switch (effect) {
+ .off => 0,
+ .slide => 12,
+ .zoom => 14,
+ .dissolve => 10,
+ .ascii => ascii_max_movement_frames + 1,
+ .vertical => 12,
+ .edges, .curtain, .scramble => 12,
+ // Travelling motion needs a couple more samples than a lock or a
+ // rigid slide before it stops reading as a jump.
+ .fall, .wave, .typewriter => 14,
+ };
+ }
+
+ pub fn composedByCore(effect: Transition) bool {
+ return switch (effect) {
+ .ascii, .edges, .fall, .wave, .curtain, .scramble, .typewriter => true,
+ .off, .slide, .zoom, .dissolve, .vertical => false,
+ };
+ }
+
+ pub fn needsPreviousGrid(effect: Transition) bool {
+ return effect == .dissolve or effect == .vertical or effect.composedByCore();
+ }
+
+ pub fn lifecycleOnly(effect: Transition) bool {
+ return effect == .vertical;
+ }
+};
+
+pub const SceneEffect = struct {
+ crt: bool = false,
+ ripple: bool = false,
+ glitch: bool = false,
+};
+
+pub const Phase = enum(u8) {
+ opening = 0,
+ moving = 1,
+ /// Presentation-only content whose pane lifetime has already ended.
+ /// It is never a valid input target.
+ closing = 2,
+};
+
+pub const Box = extern struct {
+ x: f32 = 0,
+ y: f32 = 0,
+ w: f32 = 0,
+ h: f32 = 0,
+
+ pub fn eql(a: Box, b: Box) bool {
+ return a.x == b.x and a.y == b.y and a.w == b.w and a.h == b.h;
+ }
+
+ // A cell belongs to a fractional box when its center lies inside.
+ pub fn contains(box: Box, col: u16, row: u16) bool {
+ const x: f32 = @floatFromInt(col);
+ const y: f32 = @floatFromInt(row);
+ return x >= box.x and x < box.x + box.w and y >= box.y and y < box.y + box.h;
+ }
+};
+
+// Drawing and hit testing share this moving/opening/closing order.
+pub fn paintOrder(live: []const ?Track, closing: []const Track, out: []Track) usize {
+ var len: usize = 0;
+ for ([_]Phase{ .moving, .opening }) |phase| for (live) |maybe| {
+ const track = maybe orelse continue;
+ if (!track.active() or track.phase != phase) continue;
+ if (len == out.len) return len;
+ out[len] = track;
+ len += 1;
+ };
+ for (closing) |track| {
+ if (!track.active()) continue;
+ if (len == out.len) return len;
+ out[len] = track;
+ len += 1;
+ }
+ return len;
+}
+
+/// One POD record is enough for every backend. `from` and `to` are logical
+/// cell boxes; frontends convert them to pixels only at their render edge.
+pub const Track = extern struct {
+ serial: u32 = 0,
+ pane: u8 = 0,
+ phase: Phase = .moving,
+ effect: Transition = .off,
+ _padding: u8 = 0,
+ frame: u16 = 0,
+ frame_count: u16 = 0,
+ from: Box = .{},
+ to: Box = .{},
+
+ pub fn active(track: Track) bool {
+ return track.effect != .off and track.frame < track.frames();
+ }
+
+ pub fn frames(track: Track) u16 {
+ return if (track.frame_count != 0) track.frame_count else track.effect.frames();
+ }
+
+ pub fn amount(track: Track) f32 {
+ // Opening rises quickly and settles; closing reverses that motion and
+ // accelerates down out of the fixed clip.
+ if (track.phase == .closing and track.effect == .vertical)
+ return progressEased(.in_cubic, track.frames(), track.frame);
+ return progressEased(track.effect.easing(), track.frames(), track.frame);
+ }
+
+ pub fn presented(track: Track) Box {
+ return lerpBox(track.from, track.to, track.amount());
+ }
+
+ pub fn visualBox(track: Track) Box {
+ return switch (track.effect) {
+ .slide, .zoom, .vertical => track.presented(),
+ .off, .dissolve => track.to,
+ // Every character effect stays inside the pane's final rectangle.
+ .ascii, .edges, .fall, .wave, .curtain, .scramble, .typewriter => track.to,
+ };
+ }
+
+ pub fn contentBox(track: Track) Box {
+ return if (track.phase == .closing) track.from else track.to;
+ }
+};
+
+pub fn openingBox(effect: Transition, target: Box, screen_width: u16) Box {
+ return switch (effect) {
+ .slide => blk: {
+ var from = target;
+ const middle = target.x + target.w * 0.5;
+ from.x = if (middle < @as(f32, @floatFromInt(screen_width)) * 0.5)
+ -target.w
+ else
+ @floatFromInt(screen_width);
+ break :blk from;
+ },
+ .zoom => .{
+ .x = target.x + target.w * 0.5,
+ .y = target.y + target.h * 0.5,
+ .w = 0,
+ .h = 0,
+ },
+ .vertical => blk: {
+ var from = target;
+ from.y += target.h;
+ break :blk from;
+ },
+ .off, .dissolve => target,
+ // Character effects own the glyphs inside a fixed rectangle, so their
+ // panel opens at exactly its final geometry.
+ .ascii, .edges, .fall, .wave, .curtain, .scramble, .typewriter => target,
+ };
+}
+
+pub fn closingBox(effect: Transition, source: Box) Box {
+ return switch (effect) {
+ .vertical => blk: {
+ var to = source;
+ to.y += source.h;
+ break :blk to;
+ },
+ else => source,
+ };
+}
+
+pub fn sample(easing: Easing, raw: f32) f32 {
+ const t = std.math.clamp(raw, 0.0, 1.0);
+ return switch (easing) {
+ .linear => t,
+ .smooth => t * t * (3.0 - 2.0 * t),
+ .smoother => t * t * t * (t * (6.0 * t - 15.0) + 10.0),
+ .in_cubic => t * t * t,
+ .out_cubic => 1.0 - (1.0 - t) * (1.0 - t) * (1.0 - t),
+ // Robert Penner's ease-out-back polynomial. It intentionally travels
+ // a little past one before settling exactly on the endpoint.
+ .out_back => blk: {
+ const c1: f32 = 1.70158;
+ const c3 = c1 + 1.0;
+ const u = t - 1.0;
+ break :blk 1.0 + c3 * u * u * u + c1 * u * u;
+ },
+ };
+}
+
+pub fn progress(effect: Transition, frame: u16) f32 {
+ return progressEased(effect.easing(), effect.frames(), frame);
+}
+
+fn progressEased(easing: Easing, frames: u16, frame: u16) f32 {
+ if (frames <= 1 or frame >= frames - 1) return 1.0;
+ return sample(easing, @as(f32, @floatFromInt(frame)) / @as(f32, @floatFromInt(frames - 1)));
+}
+
+pub fn lerpBox(from: Box, to: Box, t: f32) Box {
+ const u = @max(0.0, t);
+ return .{
+ .x = from.x + (to.x - from.x) * u,
+ .y = from.y + (to.y - from.y) * u,
+ .w = @max(0.0, from.w + (to.w - from.w) * u),
+ .h = @max(0.0, from.h + (to.h - from.h) * u),
+ };
+}
+
+/// Stable cell noise shared by the TTY reveal and shader ports. Integer-only
+/// hashing means resizing or repainting a frame does not make cells flicker.
+pub fn cellNoise(serial: u32, col: u16, row: u16) f32 {
+ var x = serial ^ (@as(u32, col) *% 0x9e37_79b9) ^ (@as(u32, row) *% 0x85eb_ca6b);
+ x ^= x >> 16;
+ x *%= 0x7feb_352d;
+ x ^= x >> 15;
+ x *%= 0x846c_a68b;
+ x ^= x >> 16;
+ return @as(f32, @floatFromInt(x & 0xffff)) / 65535.0;
+}
+
+/// Whether a changed dissolve cell has crossed from the frozen old grid to
+/// the new one. Exact endpoints are part of the presentation contract.
+pub fn dissolveRevealed(serial: u32, col: u16, row: u16, raw_progress: f32) bool {
+ const t = std.math.clamp(raw_progress, 0.0, 1.0);
+ if (t <= 0) return false;
+ if (t >= 1) return true;
+ return cellNoise(serial, col, row) < t;
+}
+
+pub const CellArea = struct {
+ x0: u16 = 0,
+ y0: u16 = 0,
+ cols: u16 = 1,
+ rows: u16 = 1,
+
+ pub fn of(box: Box) CellArea {
+ return .{
+ .x0 = floorCell(box.x),
+ .y0 = floorCell(box.y),
+ .cols = ceilCell(box.w),
+ .rows = ceilCell(box.h),
+ };
+ }
+};
+
+fn floorCell(value: f32) u16 {
+ return @intFromFloat(std.math.clamp(@floor(value), 0.0, @as(f32, std.math.maxInt(u16))));
+}
+
+fn ceilCell(value: f32) u16 {
+ return @intFromFloat(std.math.clamp(@ceil(value), 1.0, @as(f32, std.math.maxInt(u16))));
+}
+
+pub const CharSource = union(enum) {
+ /// Nothing has arrived here yet: keep the frozen old cell.
+ old,
+ at: Offset,
+ /// Paint this printable byte in the destination cell's own style, whatever
+ /// that cell holds — a caret marching over empty space is still a caret.
+ byte: u8,
+ churn: u8,
+
+ pub const Offset = struct { cols: i32 = 0, rows: i32 = 0 };
+
+ pub const settled: CharSource = .{ .at = .{} };
+};
+
+pub fn charSource(track: Track, col: u16, row: u16, area: CellArea) CharSource {
+ const t = track.amount();
+ if (t >= 1.0) return .settled;
+ const w: f32 = @floatFromInt(area.cols);
+ const h: f32 = @floatFromInt(area.rows);
+ const c: f32 = @floatFromInt(col);
+ const r: f32 = @floatFromInt(row);
+ const remaining = 1.0 - t;
+ return switch (track.effect) {
+ .edges => blk: {
+ const travel = cellsOf(remaining * (w + 1.0));
+ break :blk .{ .at = .{ .cols = if (row % 2 == 0) travel else -travel } };
+ },
+ // Columns rain down, each with its own stable head start, so the pane
+ // fills from the top and the last glyphs land at the bottom.
+ .fall => blk: {
+ const local = staggered(t, cellNoise(track.serial, col, 0) * 0.4);
+ if (local <= 0.0) break :blk .old;
+ break :blk .{ .at = .{ .rows = cellsOf((1.0 - local) * (h + 1.0)) } };
+ },
+ // A vertical ripple travels left to right and its amplitude decays, so
+ // the pane settles out of a wave instead of a fade.
+ .wave => .{ .at = .{
+ .rows = cellsOf(remaining * @min(4.0, h) * @sin(c * 0.55 - t * 9.0)),
+ } },
+ // A curtain of glyphs marches in from the right, column by column, left
+ // to right; each column still has a short slide of its own.
+ .curtain => blk: {
+ const lead = t * (w + 1.0) - c;
+ if (lead <= 0.0) break :blk .old;
+ break :blk .{ .at = .{ .cols = -cellsOf(@max(0.0, 3.0 - lead)) } };
+ },
+ // Every cell churns through printable ASCII and locks onto its final
+ // glyph at its own stable threshold: the pane resolves out of noise.
+ .scramble => blk: {
+ if (t >= cellNoise(track.serial, col, row) * 0.8) break :blk .settled;
+ const churn = cellNoise(
+ track.serial ^ (@as(u32, track.frame) *% 0x27d4_eb2f),
+ col,
+ row,
+ );
+ break :blk .{ .churn = @intCast(33 + @min(93, @as(u32, @intFromFloat(churn * 94.0)))) };
+ },
+ // Reading-order reveal with a caret sitting on the write head.
+ .typewriter => blk: {
+ const head = t * w * h;
+ const index = r * w + c;
+ if (index + 1.0 <= head) break :blk .settled;
+ if (index <= head) break :blk .{ .byte = '_' };
+ break :blk .old;
+ },
+ // PanelAscii walks its own byte distance per cell, and the geometry
+ // effects never reach this path at all.
+ .off, .slide, .zoom, .dissolve, .vertical, .ascii => .settled,
+ };
+}
+
+fn cellsOf(distance: f32) i32 {
+ return @intFromFloat(@round(std.math.clamp(distance, -65535.0, 65535.0)));
+}
+
+/// Remap track progress into one cell's own window. A stagger delays a glyph
+/// without making the effect as a whole end after its last frame.
+fn staggered(t: f32, delay: f32) f32 {
+ if (delay >= 1.0) return t;
+ return (t - delay) / (1.0 - delay);
+}
+
+test "easing presets have exact endpoints and intended shapes" {
+ inline for (std.enums.values(Easing)) |easing| {
+ try std.testing.expectEqual(@as(f32, 0), sample(easing, 0));
+ try std.testing.expectEqual(@as(f32, 1), sample(easing, 1));
+ }
+ try std.testing.expectEqual(@as(f32, 0.5), sample(.linear, 0.5));
+ try std.testing.expect(sample(.in_cubic, 0.5) < sample(.linear, 0.5));
+ try std.testing.expect(sample(.out_cubic, 0.5) > sample(.linear, 0.5));
+ try std.testing.expect(sample(.out_back, 0.8) > 1.0);
+ // Slow at both ends, fast through the middle, and symmetric about the
+ // halfway point: the same curve the integer byte walk reproduces.
+ try std.testing.expectEqual(@as(f32, 0.5), sample(.smoother, 0.5));
+ try std.testing.expect(sample(.smoother, 0.15) < sample(.smooth, 0.15));
+ try std.testing.expect(sample(.smoother, 0.85) > sample(.smooth, 0.85));
+ try std.testing.expect(sample(.smoother, 0.6) - sample(.smoother, 0.4) >
+ sample(.linear, 0.6) - sample(.linear, 0.4));
+}
+
+test "transition progress completes exactly" {
+ inline for (std.enums.values(Transition)) |effect| {
+ try std.testing.expectEqual(@as(f32, 1), progress(effect, effect.frames()));
+ if (effect.frames() > 0)
+ try std.testing.expectEqual(@as(f32, 1), progress(effect, effect.frames() - 1));
+ try std.testing.expectEqual(@as(f32, 1), progress(effect, std.math.maxInt(u16)));
+ }
+ try std.testing.expectEqual(@as(f32, 1), progress(.off, 0));
+
+ const shrinking = lerpBox(.{ .w = 100, .h = 40 }, .{}, sample(.out_back, 0.8));
+ try std.testing.expectEqual(@as(f32, 0), shrinking.w);
+ try std.testing.expectEqual(@as(f32, 0), shrinking.h);
+ const opening = lerpBox(.{}, .{ .w = 100, .h = 40 }, sample(.out_back, 0.8));
+ try std.testing.expect(opening.w > 100);
+ try std.testing.expect(opening.h > 40);
+}
+
+test "character effects are core-composed and settle on the canonical glyph" {
+ const box: Box = .{ .x = 4, .y = 2, .w = 20, .h = 6 };
+ const area: CellArea = .of(box);
+ try std.testing.expectEqual(@as(u16, 4), area.x0);
+ try std.testing.expectEqual(@as(u16, 2), area.y0);
+ try std.testing.expectEqual(@as(u16, 20), area.cols);
+ try std.testing.expectEqual(@as(u16, 6), area.rows);
+
+ inline for (std.enums.values(Transition)) |effect| {
+ if (comptime !effect.composedByCore()) continue;
+ // Core composition needs the frozen old grid for every glyph which has
+ // not arrived, so no character effect may animate without it.
+ try std.testing.expect(effect.needsPreviousGrid());
+ if (comptime effect == .ascii) continue; // owns its own per-cell byte walk
+
+ const last: Track = .{ .effect = effect, .frame = effect.frames() - 1, .to = box };
+ const first: Track = .{ .effect = effect, .frame = 0, .to = box };
+ var moving = false;
+ var row: u16 = 0;
+ while (row < area.rows) : (row += 1) {
+ var col: u16 = 0;
+ while (col < area.cols) : (col += 1) {
+ // The last active sample is the exact canonical grid: no cell
+ // is displaced, churning, or still frozen.
+ try std.testing.expectEqual(CharSource.settled, charSource(last, col, row, area));
+ if (!std.meta.eql(CharSource.settled, charSource(first, col, row, area)))
+ moving = true;
+ }
+ }
+ try std.testing.expect(moving);
+ }
+}
+
+test "each character effect moves glyphs along its own axis" {
+ const box: Box = .{ .w = 30, .h = 8 };
+ const area: CellArea = .of(box);
+
+ // Rows alternate which screen edge they come from, and every glyph in a row
+ // travels as one rigid slide: one offset, no vertical component.
+ var edges: Track = .{ .effect = .edges, .frame = 2, .to = box };
+ const even = charSource(edges, 5, 0, area).at;
+ const odd = charSource(edges, 5, 1, area).at;
+ try std.testing.expect(even.cols > 0);
+ try std.testing.expectEqual(-even.cols, odd.cols);
+ try std.testing.expectEqual(@as(i32, 0), even.rows);
+ try std.testing.expectEqual(even, charSource(edges, 17, 0, area).at);
+ edges.frame = 5;
+ try std.testing.expect(charSource(edges, 5, 0, area).at.cols < even.cols);
+
+ // Falling columns are vertical only, staggered, and sample from below the
+ // destination because the new text is still above the pane.
+ const fall: Track = .{ .effect = .fall, .frame = 4, .to = box };
+ var falling = false;
+ var col: u16 = 0;
+ while (col < area.cols) : (col += 1) switch (charSource(fall, col, 0, area)) {
+ .old => {},
+ .byte, .churn => return error.FallShouldNotChurn,
+ .at => |offset| {
+ try std.testing.expectEqual(@as(i32, 0), offset.cols);
+ try std.testing.expect(offset.rows >= 0);
+ if (offset.rows > 0) falling = true;
+ },
+ };
+ try std.testing.expect(falling);
+
+ // The wave displaces rows both ways as it travels, and only rows.
+ const wave: Track = .{ .effect = .wave, .frame = 1, .to = box };
+ var above = false;
+ var below = false;
+ col = 0;
+ while (col < area.cols) : (col += 1) {
+ const offset = charSource(wave, col, 3, area).at;
+ try std.testing.expectEqual(@as(i32, 0), offset.cols);
+ if (offset.rows < 0) above = true;
+ if (offset.rows > 0) below = true;
+ }
+ try std.testing.expect(above and below);
+
+ // The curtain has a head: columns behind it hold the old grid, columns the
+ // head has passed are settled, and the head itself is still sliding.
+ const curtain: Track = .{ .effect = .curtain, .frame = 5, .to = box };
+ try std.testing.expectEqual(CharSource.settled, charSource(curtain, 0, 0, area));
+ try std.testing.expectEqual(CharSource{ .old = {} }, charSource(curtain, 29, 0, area));
+ var sliding = false;
+ col = 0;
+ while (col < area.cols) : (col += 1) switch (charSource(curtain, col, 0, area)) {
+ .at => |offset| if (offset.cols < 0) {
+ sliding = true;
+ },
+ .old, .byte, .churn => {},
+ };
+ try std.testing.expect(sliding);
+
+ var scramble: Track = .{ .effect = .scramble, .frame = 3, .to = box };
+ var churning: usize = 0;
+ var locked: usize = 0;
+ var changed = false;
+ col = 0;
+ while (col < area.cols) : (col += 1) switch (charSource(scramble, col, 0, area)) {
+ .churn => |byte| {
+ try std.testing.expect(byte >= ' ' and byte <= '~');
+ churning += 1;
+ scramble.frame = 4;
+ switch (charSource(scramble, col, 0, area)) {
+ .churn => |next| changed = changed or next != byte,
+ .old, .at, .byte => {},
+ }
+ scramble.frame = 3;
+ },
+ .at => locked += 1,
+ .old, .byte => return error.ScrambleShouldNotFreeze,
+ };
+ try std.testing.expect(churning > 0 and locked > 0 and changed);
+
+ // The typewriter writes in reading order with a caret on its head.
+ const typewriter: Track = .{ .effect = .typewriter, .frame = 7, .to = box };
+ try std.testing.expectEqual(CharSource.settled, charSource(typewriter, 0, 0, area));
+ try std.testing.expectEqual(
+ CharSource{ .old = {} },
+ charSource(typewriter, area.cols - 1, area.rows - 1, area),
+ );
+ var carets: usize = 0;
+ var row: u16 = 0;
+ while (row < area.rows) : (row += 1) {
+ col = 0;
+ while (col < area.cols) : (col += 1) switch (charSource(typewriter, col, row, area)) {
+ .byte => |byte| {
+ try std.testing.expectEqual(@as(u8, '_'), byte);
+ carets += 1;
+ },
+ .old, .at, .churn => {},
+ };
+ }
+ try std.testing.expectEqual(@as(usize, 1), carets);
+}
+
+test "opening presets separate geometry and content transitions" {
+ const target: Box = .{ .x = 30, .y = 2, .w = 20, .h = 8 };
+ try std.testing.expectEqual(target, openingBox(.ascii, target, 80));
+ try std.testing.expectEqual(@as(f32, 0), openingBox(.zoom, target, 80).w);
+ try std.testing.expectEqual(@as(f32, 80), openingBox(.slide, target, 80).x);
+ try std.testing.expectEqual(@as(f32, target.y + target.h), openingBox(.vertical, target, 80).y);
+ try std.testing.expectEqual(@as(f32, target.y + target.h), closingBox(.vertical, target).y);
+
+ var track: Track = .{ .effect = .slide, .from = target, .to = target };
+ try std.testing.expect(track.active());
+ track.frame = track.effect.frames();
+ try std.testing.expect(!track.active());
+
+ track = .{ .effect = .dissolve, .frame = 3, .from = .{}, .to = target };
+ try std.testing.expectEqual(target, track.visualBox());
+
+ var closing: Track = .{
+ .phase = .closing,
+ .effect = .vertical,
+ .from = target,
+ .to = closingBox(.vertical, target),
+ };
+ try std.testing.expectEqual(target, closing.contentBox());
+ closing.frame = 2;
+ try std.testing.expect(closing.amount() < progress(.vertical, closing.frame));
+}
+
+test "dissolve has exact stable endpoints" {
+ for (0..64) |col| {
+ const x: u16 = @intCast(col);
+ try std.testing.expect(!dissolveRevealed(42, x, 7, 0));
+ try std.testing.expect(dissolveRevealed(42, x, 7, 1));
+ if (dissolveRevealed(42, x, 7, 0.25))
+ try std.testing.expect(dissolveRevealed(42, x, 7, 0.75));
+ }
+}
+
+pub const Animation = struct {
+ pub const frame_ms: u32 = 16;
+ pub const frame_ns: u64 = frame_ms * std.time.ns_per_ms;
+ pub const transition_steps: u16 = 10;
+
+ pub fn Transition(comptime Value: type) type {
+ return struct {
+ const Self = @This();
+
+ from: Value,
+ to: Value,
+ displayed: Value,
+ step: u16 = transition_steps,
+
+ pub fn init(value: Value) Self {
+ return .{ .from = value, .to = value, .displayed = value };
+ }
+
+ pub fn isActive(a: *const Self) bool {
+ return a.step < transition_steps;
+ }
+
+ pub fn retarget(a: *Self, target: Value) void {
+ a.from = a.displayed;
+ a.to = target;
+ a.step = if (std.meta.eql(a.from, target)) transition_steps else 0;
+ if (a.step == transition_steps) a.displayed = target;
+ }
+
+ pub fn advance(a: *Self) void {
+ if (!a.isActive()) return;
+ a.step += 1;
+ a.displayed = if (a.step == transition_steps)
+ a.to
+ else
+ Value.interpolate(a.from, a.to, a.step, transition_steps);
+ }
+
+ pub fn snap(a: *Self, value: Value) void {
+ a.* = init(value);
+ }
+ };
+ }
+
+ pub fn Immediate(comptime Value: type) type {
+ return struct {
+ const Self = @This();
+
+ displayed: Value,
+
+ pub fn init(value: Value) Self {
+ return .{ .displayed = value };
+ }
+
+ pub fn isActive(_: *const Self) bool {
+ return false;
+ }
+
+ pub fn retarget(a: *Self, target: Value) void {
+ a.displayed = target;
+ }
+
+ pub fn advance(_: *Self) void {}
+
+ pub fn snap(a: *Self, value: Value) void {
+ a.displayed = value;
+ }
+ };
+ }
+
+ pub fn interpolateRgb(from: [3]u8, to: [3]u8, step: u16, steps: u16) [3]u8 {
+ if (step == 0) return from;
+ if (step >= steps) return to;
+ var out: [3]u8 = undefined;
+ for (&out, from, to) |*dst, a, b| {
+ const numerator = @as(u32, a) * (steps - step) + @as(u32, b) * step;
+ dst.* = @intCast((numerator + steps / 2) / steps);
+ }
+ return out;
+ }
+
+ const TestColor = struct {
+ rgb: [3]u8,
+
+ pub fn interpolate(from: TestColor, to: TestColor, step: u16, steps: u16) TestColor {
+ return .{ .rgb = interpolateRgb(from.rgb, to.rgb, step, steps) };
+ }
+ };
+
+ test "Immediate lands where a completed Transition lands" {
+ const from: TestColor = .{ .rgb = .{ 240, 3, 90 } };
+ const to: TestColor = .{ .rgb = .{ 5, 222, 90 } };
+
+ var faded = Animation.Transition(TestColor).init(from);
+ faded.retarget(to);
+ for (0..transition_steps) |_| faded.advance();
+
+ var instant = Immediate(TestColor).init(from);
+ try std.testing.expect(!instant.isActive());
+ instant.retarget(to);
+ try std.testing.expectEqual(faded.displayed, instant.displayed);
+
+ // Never active, so a frontend that renders only while something is animating stops immediately
+ // rather than spending ten frames discovering there is nothing to draw.
+ try std.testing.expect(!instant.isActive());
+ instant.advance();
+ try std.testing.expectEqual(to, instant.displayed);
+
+ instant.snap(from);
+ try std.testing.expectEqual(from, instant.displayed);
+ }
+
+ test "fixed-step interpolation has exact monotonic endpoints" {
+ const Tween = Animation.Transition(TestColor);
+ const from: TestColor = .{ .rgb = .{ 240, 3, 90 } };
+ const to: TestColor = .{ .rgb = .{ 5, 222, 90 } };
+ var tween = Tween.init(from);
+ tween.retarget(to);
+ try std.testing.expectEqual(from, tween.displayed);
+
+ var previous = tween.displayed;
+ for (0..transition_steps) |_| {
+ tween.advance();
+ try std.testing.expect(tween.displayed.rgb[0] <= previous.rgb[0]);
+ try std.testing.expect(tween.displayed.rgb[1] >= previous.rgb[1]);
+ try std.testing.expectEqual(@as(u8, 90), tween.displayed.rgb[2]);
+ previous = tween.displayed;
+ }
+ try std.testing.expect(!tween.isActive());
+ try std.testing.expectEqual(to, tween.displayed);
+ tween.advance();
+ try std.testing.expectEqual(to, tween.displayed);
+ }
+
+ test "retarget starts at the currently displayed value" {
+ const Tween = Animation.Transition(TestColor);
+ const first: TestColor = .{ .rgb = .{ 0, 40, 200 } };
+ const second: TestColor = .{ .rgb = .{ 200, 140, 0 } };
+ const third: TestColor = .{ .rgb = .{ 20, 10, 250 } };
+ var tween = Tween.init(first);
+ tween.retarget(second);
+ tween.advance();
+ tween.advance();
+ tween.advance();
+ const on_screen = tween.displayed;
+
+ tween.retarget(third);
+ try std.testing.expectEqual(on_screen, tween.from);
+ try std.testing.expectEqual(on_screen, tween.displayed);
+ try std.testing.expect(tween.isActive());
+ for (0..transition_steps) |_| tween.advance();
+ try std.testing.expectEqual(third, tween.displayed);
+ }
+};