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Diffstat (limited to 'src/panel_animation.zig')
| -rw-r--r-- | src/panel_animation.zig | 662 |
1 files changed, 0 insertions, 662 deletions
diff --git a/src/panel_animation.zig b/src/panel_animation.zig deleted file mode 100644 index a77e5a34..00000000 --- a/src/panel_animation.zig +++ /dev/null @@ -1,662 +0,0 @@ -//! Backend-neutral vocabulary and math for pane transitions. -//! -//! The core publishes plain transition data and composes semantic PanelAscii -//! bytes itself. GUI shells evaluate geometry/dissolve data in shaders; the -//! TTY shell evaluates the same records over cells in its grid. There are -//! deliberately no callbacks or backend objects here. -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) { - // These values cross both GUI shader ABIs. GLSL receives the enum in the - // instance uvec4 and the Core Image kernel receives it as a float, so - // spelling the numbers here keeps a source reorder from changing pixels. - off = 0, - slide = 1, - zoom = 2, - dissolve = 3, - ascii = 4, - vertical = 5, - // Character effects the core composes into Surface cells (see - // `composedByCore`). A backend never evaluates them: it receives finished - // glyphs, so these ids reach a shader only as "draw this panel batch". - 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, - // Frame zero is the exact old byte. Core's AsciiDiff caps a long - // byte walk at twelve eased movement samples, including the exact - // destination; nearby bytes still move one value at a time. - .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, - }; - } - - /// Character effects whose glyphs the core writes into the published - /// Surface. Every backend rasterizes the same finished cells, which is why - /// none of them owns a byte walk, a stagger, or a noise threshold. - 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; - } -}; - -/// Full-scene shader effects. CRT is one effect in this vocabulary rather -/// than a separate renderer switch; only one scene pass is needed even when -/// more than one bit is enabled. -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; - } - - /// Whether a grid cell falls inside this box. Cells are whole, boxes are - /// fractional mid-animation, so the test is the cell's ORIGIN against a - /// half-open range: a box straddling a column owns it once its origin is - /// covered, and never owns it twice. - 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; - } -}; - -/// The order every backend composites tracks in: moving panes first, then new -/// panes, then inert closing tombstones on top. Returns how many were written. -/// -/// A function rather than a loop inside `Pardes.render` because it is a RULE -/// three hosts used to re-derive — macos.zig re-sorted the already-sorted list -/// and tty/panel_compositor.zig walked the phases again — and a second sort -/// that happens to agree is the one that silently stops agreeing. `render` -/// calls this and every host receives the result verbatim. -/// -/// Inactive tracks are dropped here, so a host never has to ask. -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, - /// Core-computed duration for data-dependent effects. Zero selects the - /// effect preset; PanelAscii fills this from the longest eased byte walk - /// in the pane's semantic cell diff. - 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()); - } - - /// Geometry actually painted by every backend. Content transitions reveal - /// or move cells inside the final rectangle; slide, zoom, and vertical - /// transform the panel rectangle itself. - 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, - }; - } - - /// The canonical box whose cells a backend samples. Opening and moving - /// tracks sample the new frame at `to`; a closing tombstone samples the - /// frozen old frame at `from` because its pane no longer exists. - pub fn contentBox(track: Track) Box { - return if (track.phase == .closing) track.from else track.to; - } -}; - -/// Preset starting geometry for a newly-visible panel. Dissolve and the -/// character effects animate content in place; slide, zoom, and vertical -/// animate its rectangle. -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, - }, - // Slide upward into a fixed clip equal to the new pane's own box. - // Starting one panel-height below that box keeps the translated - // content from travelling across any surviving pane. - .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, - }; -} - -/// Destination for a lifecycle-only closing track. The old panel drops out -/// through its own fixed clip, reversing the opening path; surviving panes -/// are already at canonical geometry underneath it and never receive tracks -/// for this effect. -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; - // `frames` is the number of presented samples, including both exact - // endpoints. This makes the last active frame the real final image rather - // than 15/16 followed by an unrendered snap to canonical content. - return sample(easing, @as(f32, @floatFromInt(frame)) / @as(f32, @floatFromInt(frames - 1))); -} - -pub fn lerpBox(from: Box, to: Box, t: f32) Box { - // Keep easing overshoot for opening/moving geometry—the whole visual - // distinction of out-back—while preventing any shrinking dimension from - // becoming negative and flipping its quad. - 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; -} - -/// The pane-local cell grid a core-composed character effect walks. Origin and -/// size use the same floor/ceil convention as the GUI cell-coordinate upload, -/// so the core's composition and any backend port index the same glyph. -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)))); -} - -/// What one pane cell shows this frame under a core-composed character -/// effect. `at` offsets are in cells and relative to the destination cell, so -/// an all-zero offset is exactly the canonical glyph and every effect ends on -/// the untouched final frame. -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, - /// Paint this printable byte only where there is a glyph to churn. Noise - /// over blank cells would fill a pane with junk instead of letting its - /// text resolve out of noise. - churn: u8, - - pub const Offset = struct { cols: i32 = 0, rows: i32 = 0 }; - - pub const settled: CharSource = .{ .at = .{} }; -}; - -/// One cell of one core-composed character effect. Offsets travel with the -/// glyph rather than blending it: a cell either holds a real glyph from the -/// new grid, the frozen old glyph, or a churning byte, never a mix. A source -/// outside the pane is the caller's cue to keep the old cell. -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) { - // Whole rows arrive from the left and right screen edges, alternating. - // Sliding rigid rows is what keeps the glyphs crisp: one row is one - // rigid translation, so no cell ever samples two source glyphs. - .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); - - // Scramble churns printable ASCII per cell and per frame, then locks. It - // asks for churn rather than an unconditional byte, so the compositor can - // keep the pane's blank space blank. - 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)); - } -} |
