//! Small, backend-neutral fixed-step animations. //! //! A transition always interpolates from its saved endpoints. It never folds //! the rounded value from one frame into the next, so channels are monotonic, //! completion is exact, and a different backend cadence cannot accumulate a //! different rounding error. Values opt in by providing //! `interpolate(from, to, step, steps)`. const std = @import("std"); /// Frontends aim for one animation step per display frame. Ten 16 ms steps is /// deliberately short: enough to make a palette change legible without /// turning theme browsing into something the user has to wait through. 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; } /// Begin again from the value on screen, not the old target. This is /// what makes a mid-flight retarget continuous. 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; // Assign the endpoint directly. Besides documenting the contract, // this keeps exact completion independent of an interpolator's // internal rounding choices. a.displayed = if (a.step == transition_steps) a.to else Value.interpolate(a.from, a.to, a.step, transition_steps); } /// Initialization and dump restore use snap: their first frame is the /// selected theme, never an animation from a compiled-in default. pub fn snap(a: *Self, value: Value) void { a.* = init(value); } }; } /// `Transition`'s interface with the animation taken OUT: a value that is only ever the one it was /// last set to. /// /// This exists so that a build which never fades does not carry the machinery for fading. A runtime /// flag around the same `Transition` cannot achieve that - the endpoints stay in the struct and /// `Value.interpolate` stays in the binary, reachable and therefore emitted. Selecting a different /// type at comptime is what makes the interpolator genuinely unreachable, and on a target whose whole /// display is a 115200-baud serial line, absent code and unspent frames are the same saving twice. /// /// Every method here is the trivial one, and `retarget` is deliberately `snap` rather than an error: /// callers ask for a new palette and get it, on the next frame, in one step. Nothing about the /// interface says how many frames the arrival takes. 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; } }; } /// Linear RGB interpolation with nearest-integer rounding. The weighted-sum /// form stays unsigned for both rising and falling channels. 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) }; } }; // The substitute has to be interchangeable, and the property that matters is the one a caller could // otherwise get wrong: it must arrive at the SAME palette a completed fade arrives at. A fade whose // endpoint differed by a rounding step would make the build option a visible change of colors rather // than a change of how long they take. test "Immediate lands where a completed Transition lands" { const from: TestColor = .{ .rgb = .{ 240, 3, 90 } }; const to: TestColor = .{ .rgb = .{ 5, 222, 90 } }; var faded = 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 = 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 = 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); }