//! 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 frame_ms: u32 = 16; pub const frame_ns: u64 = frame_ms * std.time.ns_per_ms; pub const transition_steps: u16 = 10; /// A displayed value that fades from one target to the next over /// `transition_steps` frames; the chrome colours are one. pub fn Fade(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 = Fade(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 = Fade(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 = Fade(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); }