1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
|
//! 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 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,
/// The Motion flavour a pane's move follows, plus one; 0 is the
/// effect's own easing (Presentation.stamp).
motion: 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);
if (track.flavour()) |motion|
return motion.ease(track.progress());
return progressEased(track.effect.easing(), track.frames(), track.frame);
}
/// The flavour an opening or moving pane follows; a closing one keeps
/// its effect's own exit.
fn flavour(track: Track) ?Motion {
if (track.motion == 0 or track.phase == .closing) return null;
const which = std.enums.fromInt(Motion.Flavour, track.motion - 1) orelse return null;
return Motion.of(which);
}
fn progress(track: Track) f32 {
if (track.frames() <= 1 or track.frame >= track.frames() - 1) return 1;
return @as(f32, @floatFromInt(track.frame)) / @as(f32, @floatFromInt(track.frames() - 1));
}
pub fn presented(track: Track) Box {
// A flavour's wind-up goes back past where the move began.
const t = track.amount();
// Landed, it is exactly where it goes: no stretch or float residue.
if (track.flavour() != null and track.progress() >= 1) return track.to;
var box = if (t < 0) lerpBox(track.to, track.from, 1 - t) else lerpBox(track.from, track.to, t);
// Squash and stretch: along its path a moving pane lengthens with
// its speed and, landing past its mark and coming back, squashes
// (the user's choice: its text with it; a pointer inverts the same
// box, so a click lands on the glyph it is drawn as).
const motion = track.flavour() orelse return box;
if (motion.stretch == 0) return box;
const factor = 1 + motion.stretch * std.math.clamp(motion.speed(track.progress()) / 4, -1, 1);
if (@abs(track.to.x - track.from.x) >= @abs(track.to.y - track.from.y)) {
const w = box.w * factor;
box.x -= (w - box.w) / 2;
box.w = w;
} else {
const h = box.h * factor;
box.y -= (h - box.h) / 2;
box.h = h;
}
return box;
}
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;
/// How the fx track moves (`Motion <flavour>`, docs/effects.md): one set of
/// parameters a flavour picks, read by every animation that follows the
/// classic principles, so a flavour is data and no effect branches on it.
pub const Motion = struct {
pub const Flavour = enum(u8) { off, crisp, smooth, bouncy, playful };
/// Nothing moves: every change lands at once (reduced motion).
instant: bool = false,
/// Timing: the spring's natural frequency, rad/s; slow in / slow out
/// come from the spring itself.
omega: f32 = 36,
/// Follow-through: 1 is critically damped (no overshoot); below 1 it
/// settles past its target and back.
zeta: f32 = 1,
/// Anticipation: a move from rest first winds up the other way, by
/// this fraction of the distance.
anticipate: f32 = 0,
/// Squash and stretch: how much a moving thing lengthens along its
/// velocity and squashes as it lands (G3's cursor, G7's panes).
stretch: f32 = 0,
/// Secondary action: how far behind a follower trails its leader (the
/// shadow behind a pane, a notice's text behind its chip), as the
/// follower's frequency over the leader's; 1 is in step.
follow: f32 = 1,
/// Arcs: how far a two-dimensional path bows, as a fraction of its
/// length (the cursor's glide).
arc: f32 = 0,
/// Exaggeration: how far a small motion goes, as a multiple of its
/// plain distance (a lift of 1 rises `gain`), so a flavour's character
/// shows on a motion only a few pixels big.
gain: f32 = 1,
/// Timing: a move from rest leaves at this fraction of full speed (1:
/// out of the gate at once and easing in, 0: slow in and slow out).
launch: f32 = 0,
/// For a motion of fixed length (a pane's move, a notice's drop): its
/// length as a multiple of the effect's own, and the spring's frequency
/// over that length (`ease`).
span: f32 = 1,
norm: f32 = 10,
pub fn of(flavour: Flavour) Motion {
return switch (flavour) {
.off => .{ .instant = true },
// Productivity: quick and exact, nothing past its mark.
.crisp => .{ .omega = 60, .launch = 1, .span = 0.6, .norm = 10 },
// Longer and softer, easing in and out, still without a bounce.
// The default: within §8.1's 220 ms for an arrival.
.smooth => .{ .omega = 34, .follow = 0.85, .arc = 0.04, .span = 1.1, .norm = 6 },
// Clearly past its mark and back, once or twice, stretching
// with its speed.
.bouncy => .{ .omega = 24, .zeta = 0.35, .stretch = 0.15, .follow = 0.8, .arc = 0.08, .gain = 1.25, .span = 1.4, .norm = 13 },
// A cartoon's: winds up, flies past, squashes as it lands,
// its followers trailing.
.playful => .{ .omega = 18, .zeta = 0.28, .anticipate = 0.15, .stretch = 0.35, .follow = 0.55, .arc = 0.15, .gain = 1.4, .span = 1.7, .norm = 18 },
};
}
/// A move of fixed length from 0 to 1, `u` of the way through it: the
/// flavour's spring (wind-up, overshoot and all), landing exactly on 1
/// at its end. `instant` is there at once.
pub fn ease(motion: Motion, u: f32) f32 {
if (motion.instant or u >= 1) return 1;
if (u <= 0) return 0;
const spring: Spring = .{ .omega = motion.norm, .zeta = motion.zeta, .target = 1, .from = 0, .velocity = (motion.launch - 2 * motion.anticipate) * motion.norm, .settled = false };
return spring.value(@intFromFloat(u * std.time.ns_per_s));
}
/// The same move's speed at `u`, in lengths per unit of `u`.
pub fn speed(motion: Motion, u: f32) f32 {
const h: f32 = 1.0 / 256.0;
return (motion.ease(@min(1, u + h)) - motion.ease(@max(0, u - h))) / (@min(1, u + h) - @max(0, u - h));
}
};
/// A value that follows its target on a damped spring, in closed form
/// (docs/render-pipeline.md §7.2), critically damped or under: a new target
/// taken partway keeps the value AND its velocity, so a quick run of changes
/// never snaps or starts over. A move from rest can wind up first
/// (Motion.anticipate). Settled, it is exactly its target and asks for no
/// frames.
pub const Spring = struct {
omega: f32 = 36,
zeta: f32 = 1,
target: f32 = 0,
/// The value and velocity (per second) at `from_ns`.
from: f32 = 0,
velocity: f32 = 0,
from_ns: u64 = 0,
settled: bool = true,
const State = struct { value: f32, velocity: f32 };
fn at(spring: *const Spring, now_ns: u64) State {
if (spring.settled) return .{ .value = spring.target, .velocity = 0 };
const t: f32 = @floatCast(@as(f64, @floatFromInt(now_ns -| spring.from_ns)) / std.time.ns_per_s);
const w = spring.omega;
const x0 = spring.from - spring.target;
const v0 = spring.velocity;
if (spring.zeta >= 1) {
const c = v0 + w * x0;
const decay = @exp(-w * t);
return .{ .value = spring.target + (x0 + c * t) * decay, .velocity = (v0 - w * t * c) * decay };
}
// Underdamped: it rings about its target as it decays.
const z = spring.zeta;
const wd = w * @sqrt(1 - z * z);
const b = (v0 + z * w * x0) / wd;
const decay = @exp(-z * w * t);
const cos = @cos(wd * t);
const sin = @sin(wd * t);
return .{
.value = spring.target + decay * (x0 * cos + b * sin),
.velocity = decay * ((b * wd - z * w * x0) * cos - (x0 * wd + z * w * b) * sin),
};
}
pub fn value(spring: *const Spring, now_ns: u64) f32 {
return spring.at(now_ns).value;
}
/// Moves what it shows by `by` at `now_ns`, its speed kept, toward the
/// same target (a scroll's picture falling behind the text it follows),
/// at `motion`'s pace, never past its mark.
pub fn carry(spring: *Spring, by: f32, now_ns: u64, motion: Motion) void {
const state = spring.at(now_ns);
spring.* = .{ .omega = motion.omega, .zeta = 1, .target = spring.target, .from = state.value + by, .velocity = state.velocity, .from_ns = now_ns, .settled = false };
}
/// Heads for `target` from wherever it is at `now_ns`, moving as it was,
/// at the pace and damping `motion` gives: at once when it is `off`.
pub fn retarget(spring: *Spring, target: f32, now_ns: u64, motion: Motion) void {
if (target == spring.target) return;
if (motion.instant) {
spring.* = .{ .omega = motion.omega, .zeta = motion.zeta, .target = target, .from = target };
return;
}
const state = spring.at(now_ns);
// From rest, a launch, or a wind-up: set off the other way, a little.
const kick: f32 = if (spring.settled) (motion.launch - 2 * motion.anticipate) * (target - state.value) * motion.omega else 0;
spring.* = .{ .omega = motion.omega, .zeta = motion.zeta, .target = target, .from = state.value, .velocity = state.velocity + kick, .from_ns = now_ns, .settled = false };
}
/// Settles once it is within half a percent of its target and barely
/// moving (no pixel of a shadow tells the rest): it is its target from
/// then on. True while it still moves.
pub fn step(spring: *Spring, now_ns: u64) bool {
if (spring.settled) return false;
const state = spring.at(now_ns);
if (@abs(state.value - spring.target) < 5e-3 and @abs(state.velocity) < 5e-2) spring.settled = true;
return !spring.settled;
}
};
test "a carried spring keeps its speed, heads back to its mark and never passes it" {
const ms = std.time.ns_per_ms;
var spring: Spring = .{};
const smooth = Motion.of(.smooth);
spring.carry(-3, 0, smooth);
try std.testing.expectEqual(@as(f32, -3), spring.value(0));
const mid = spring.at(40 * ms);
try std.testing.expect(mid.value > -3 and mid.value < 0 and mid.velocity > 0);
// Another notch mid-way: one more row behind, still moving back.
spring.carry(-1, 40 * ms, smooth);
const after = spring.at(40 * ms);
try std.testing.expectApproxEqAbs(mid.value - 1, after.value, 1e-5);
try std.testing.expectApproxEqAbs(mid.velocity, after.velocity, 1e-4);
var t: u64 = 40 * ms;
while (spring.step(t)) : (t += frame_ns) try std.testing.expect(spring.value(t) <= 1e-4);
try std.testing.expect(t < 400 * ms);
}
test "a spring settles without overshoot and keeps its velocity when retargeted" {
var spring: Spring = .{};
const ms = std.time.ns_per_ms;
const crisp = Motion.of(.crisp);
spring.retarget(1, 0, crisp);
var last: f32 = 0;
var t: u64 = 0;
while (spring.step(t)) : (t += frame_ns) {
const v = spring.value(t);
try std.testing.expect(v >= last and v <= 1);
last = v;
}
try std.testing.expect(t >= 80 * ms and t <= 200 * ms);
try std.testing.expectEqual(@as(f32, 1), spring.value(t + 5 * ms));
// Back the other way partway up: it carries on up for a moment, then
// turns, never jumping.
spring = .{};
spring.retarget(1, 0, crisp);
const before = spring.at(60 * ms);
spring.retarget(0, 60 * ms, crisp);
const after = spring.at(60 * ms);
try std.testing.expectApproxEqAbs(before.value, after.value, 1e-6);
try std.testing.expectApproxEqAbs(before.velocity, after.velocity, 1e-4);
try std.testing.expect(spring.value(60 * ms + 500_000) > before.value);
}
test "each flavour is its own motion: off lands at once, bouncy overshoots, playful winds up first" {
const ms = std.time.ns_per_ms;
var spring: Spring = .{};
spring.retarget(1, 0, Motion.of(.off));
try std.testing.expect(spring.settled);
try std.testing.expectEqual(@as(f32, 1), spring.value(0));
var settle: [5]u64 = @splat(0);
for ([_]Motion.Flavour{ .crisp, .smooth, .bouncy, .playful }) |flavour| {
spring = .{};
spring.retarget(1, 0, Motion.of(flavour));
var peak: f32 = 0;
var low: f32 = 0;
var t: u64 = 0;
var last = spring.at(0);
while (spring.step(t)) : (t += ms) {
const now = spring.at(t);
peak = @max(peak, now.value);
low = @min(low, now.value);
// Continuous, a millisecond at a time: no jump anywhere.
try std.testing.expect(@abs(now.value - last.value) < 0.07);
last = now;
}
try std.testing.expect(t < 1600 * ms);
settle[@intFromEnum(flavour)] = t;
switch (flavour) {
.crisp, .smooth => try std.testing.expect(peak <= 1.0005 and low >= 0),
// Clearly past the mark, not a hint of it.
.bouncy => try std.testing.expect(peak > 1.25 and low >= 0),
.playful => try std.testing.expect(peak > 1.35 and low < -0.03),
.off => unreachable,
}
}
// Smooth takes twice crisp's time and more: a character, not a tuning.
// Yet as the default a pane's arrival (a slide's 12 frames, scaled) is
// inside §8.1's 220 ms, and a lift is still before 300 ms.
try std.testing.expect(settle[@intFromEnum(Motion.Flavour.smooth)] > 2 * settle[@intFromEnum(Motion.Flavour.crisp)]);
try std.testing.expect(settle[@intFromEnum(Motion.Flavour.smooth)] <= 300 * ms);
try std.testing.expect(@round(@as(f32, 12) * Motion.of(.smooth).span) * frame_ms <= 220);
// A fixed-length move lands exactly on its mark, whatever the flavour.
for (std.enums.values(Motion.Flavour)) |flavour| try std.testing.expectEqual(@as(f32, 1), Motion.of(flavour).ease(1));
}
test "a flavour's stretched pane lands exactly on its box, and a click finds the glyph drawn there" {
const from: Box = .{ .x = 0, .y = 2, .w = 30, .h = 10 };
const to: Box = .{ .x = 37.3, .y = 2, .w = 30, .h = 10 };
for (std.enums.values(Motion.Flavour)) |flavour| {
var track: Track = .{ .effect = .slide, .motion = @intFromEnum(flavour) + 1, .frame_count = 20, .from = from, .to = to };
track.frame = track.frames() - 1;
const landed = track.presented();
// Bit for bit: no stretch or float residue once it lands.
try std.testing.expectEqual(to, landed);
}
// Playful at its most stretched: the pane is drawn wider than its box,
// and the drawn place of a cell maps back to that cell (the pointer
// inverts the same box: target + (x - shown.x) / shown.w * target.w).
var track: Track = .{ .effect = .slide, .motion = @intFromEnum(Motion.Flavour.playful) + 1, .frame_count = 20, .from = from, .to = to };
var most: u16 = 0;
var widest: f32 = 0;
while (track.frame < track.frames()) : (track.frame += 1) {
if (track.presented().w > widest) {
widest = track.presented().w;
most = track.frame;
}
}
track.frame = most;
const shown = track.presented();
try std.testing.expect(shown.w > to.w * 1.05);
for (0..30) |k| {
const cell = to.x + @as(f32, @floatFromInt(k)) + 0.5;
const drawn = shown.x + (cell - to.x) / to.w * shown.w;
const back = to.x + (drawn - shown.x) / shown.w * to.w;
try std.testing.expectApproxEqAbs(cell, back, 1e-3);
}
}
/// The focused cursor's quad (docs/render-pipeline.md §5.4), in grid cells:
/// four corners, each on its own springs, so a jump smears along its path
/// (the leading corners stiffer than the trailing ones, Motion.follow) and
/// collapses at rest; a long jump bows (Motion.arc). A move of a cell or
/// less, or any the caller calls a snap, lands at once.
pub const CursorGlide = struct {
/// Top left, top right, bottom right, bottom left; x then y.
corners: [4][2]Spring = @splat(@splat(.{})),
target: Box = .{},
from_centre: [2]f32 = .{ 0, 0 },
placed: bool = false,
/// How much faster than the flavour's own pace a cursor moves: it
/// follows input (§8.1: settles in 90-150 ms on the default).
pub const pace: f32 = 2.4;
/// A jump longer than this, in cells, bows.
pub const arc_from: f32 = 8;
fn cornersOf(box: Box) [4][2]f32 {
return .{ .{ box.x, box.y }, .{ box.x + box.w, box.y }, .{ box.x + box.w, box.y + box.h }, .{ box.x, box.y + box.h } };
}
fn centre(box: Box) [2]f32 {
return .{ box.x + box.w / 2, box.y + box.h / 2 };
}
/// Heads for `box` at `now_ns`.
pub fn aim(glide: *CursorGlide, box: Box, now_ns: u64, motion: Motion, snap: bool) void {
// The same mark: nothing to do, unless a snap lands a glide under way.
if (glide.placed and std.meta.eql(box, glide.target) and !(snap and glide.moving())) return;
const to = cornersOf(box);
const from_c = if (glide.placed) glide.centreAt(now_ns) else centre(box);
const to_c = centre(box);
const dx = to_c[0] - from_c[0];
const dy = to_c[1] - from_c[1];
const jump = @abs(dx) > 1.01 or @abs(dy) > 1.01;
const land = !glide.placed or snap or motion.instant or !jump;
glide.from_centre = from_c;
glide.target = box;
glide.placed = true;
for (&glide.corners, to) |*corner, point| {
// Leading: the corner ahead of the move, on the side it goes.
const ahead = (point[0] - to_c[0]) * dx + (point[1] - to_c[1]) * dy;
var own = motion;
own.omega *= pace * (if (ahead > 0) 1 else motion.follow);
if (land) {
for (corner, point) |*axis, value| axis.* = .{ .omega = own.omega, .zeta = own.zeta, .target = value, .from = value };
continue;
}
for (corner, point) |*axis, value| axis.retarget(value, now_ns, own);
}
}
fn centreAt(glide: *const CursorGlide, now_ns: u64) [2]f32 {
var c: [2]f32 = .{ 0, 0 };
for (glide.corners) |corner| for (&c, corner) |*sum, axis| {
sum.* += axis.value(now_ns) / 4;
};
return c;
}
/// Text under the cursor moved by (dx, dy) cells (a scroll): the quad
/// moves with it, rather than gliding against text that jumped.
pub fn shift(glide: *CursorGlide, dx: f32, dy: f32) void {
for (&glide.corners) |*corner| for (corner, [2]f32{ dx, dy }) |*axis, d| {
axis.from += d;
axis.target += d;
};
glide.from_centre = .{ glide.from_centre[0] + dx, glide.from_centre[1] + dy };
glide.target.x += dx;
glide.target.y += dy;
}
/// The quad at `now_ns`, bowed on a long jump by the flavour's arc.
pub fn sample(glide: *const CursorGlide, now_ns: u64, motion: Motion) [4][2]f32 {
var out: [4][2]f32 = undefined;
for (&out, glide.corners) |*point, corner| for (point, corner) |*value, axis| {
value.* = axis.value(now_ns);
};
const to_c = centre(glide.target);
const dx = to_c[0] - glide.from_centre[0];
const dy = to_c[1] - glide.from_centre[1];
const length = @sqrt(dx * dx + dy * dy);
if (motion.arc == 0 or length < arc_from) return out;
const now_c = glide.centreAt(now_ns);
const left = @sqrt((to_c[0] - now_c[0]) * (to_c[0] - now_c[0]) + (to_c[1] - now_c[1]) * (to_c[1] - now_c[1]));
const travelled = std.math.clamp(1 - left / length, 0, 1);
const bow = motion.arc * length * 4 * travelled * (1 - travelled);
// Perpendicular to the path, to its left.
for (&out) |*point| {
point[0] += -dy / length * bow;
point[1] += dx / length * bow;
}
return out;
}
/// Steps the springs to `now_ns`; true while the quad still moves.
pub fn step(glide: *CursorGlide, now_ns: u64) bool {
var any = false;
for (&glide.corners) |*corner| for (corner) |*axis| {
if (axis.step(now_ns)) any = true;
};
return any;
}
/// How far, in cells, the furthest corner still is from its mark.
pub fn remaining(glide: *const CursorGlide, now_ns: u64) f32 {
var most: f32 = 0;
for (glide.corners) |corner| for (corner) |axis| {
most = @max(most, @abs(axis.value(now_ns) - axis.target));
};
return most;
}
pub fn moving(glide: *const CursorGlide) bool {
for (glide.corners) |corner| for (corner) |axis| {
if (!axis.settled) return true;
};
return false;
}
};
/// The cursor's opacity under blink (§5.4): solid while typing and for
/// `hold_ns` after, then on and off with an eased edge, solid again after
/// `idle_ns` of no input. `edge` says whether it is mid-edge (a frame is
/// owed), `next_ns` when the next edge starts (a wake).
pub const Blink = struct {
pub const hold_ns: u64 = 500 * std.time.ns_per_ms;
pub const idle_ns: u64 = 10 * std.time.ns_per_s;
pub const half_ns: u64 = 530 * std.time.ns_per_ms;
pub const edge_ns: u64 = 80 * std.time.ns_per_ms;
alpha: f32,
edge: bool,
next_ns: ?u64,
pub fn at(now_ns: u64, input_ns: u64) Blink {
const since = now_ns -| input_ns;
if (since < hold_ns) return .{ .alpha = 1, .edge = false, .next_ns = input_ns + hold_ns + half_ns - edge_ns };
if (since >= hold_ns + idle_ns) return .{ .alpha = 1, .edge = false, .next_ns = null };
const t = (since - hold_ns) % (2 * half_ns);
const cycle_start = now_ns - t;
// On for a half, easing out over its last `edge_ns`; off for a half,
// easing back in over its last.
if (t < half_ns - edge_ns) return .{ .alpha = 1, .edge = false, .next_ns = cycle_start + half_ns - edge_ns };
if (t < half_ns) return .{ .alpha = 1 - smooth(@as(f32, @floatFromInt(t - (half_ns - edge_ns))) / @as(f32, @floatFromInt(edge_ns))), .edge = true, .next_ns = null };
if (t < 2 * half_ns - edge_ns) return .{ .alpha = 0, .edge = false, .next_ns = cycle_start + 2 * half_ns - edge_ns };
return .{ .alpha = smooth(@as(f32, @floatFromInt(t - (2 * half_ns - edge_ns))) / @as(f32, @floatFromInt(edge_ns))), .edge = true, .next_ns = null };
}
fn smooth(x: f32) f32 {
const u = std.math.clamp(x, 0, 1);
return u * u * (3 - 2 * u);
}
};
test "a cursor snaps a cell at a time and glides a jump, smearing, bowing and landing exactly" {
const ms = std.time.ns_per_ms;
const smooth_motion = Motion.of(.smooth);
var glide: CursorGlide = .{};
const cell: Box = .{ .x = 3, .y = 4, .w = 1, .h = 1 };
glide.aim(cell, 0, smooth_motion, false);
try std.testing.expect(!glide.moving());
// One cell over: lands at once.
glide.aim(.{ .x = 4, .y = 4, .w = 1, .h = 1 }, ms, smooth_motion, false);
try std.testing.expect(!glide.moving());
// A jump of 30 cells: glides, the leading edge ahead of the trailing one.
const far: Box = .{ .x = 34, .y = 4, .w = 1, .h = 1 };
glide.aim(far, 2 * ms, smooth_motion, false);
try std.testing.expect(glide.moving());
const mid = glide.sample(40 * ms, smooth_motion);
const width = mid[1][0] - mid[0][0];
try std.testing.expect(width > 1.5);
// Bowed off the straight line on a long jump.
try std.testing.expect(@abs(mid[0][1] - 4) > 0.05);
var t: u64 = 2 * ms;
while (glide.step(t)) t += ms;
// Arrives within §8.1's 90-150 ms on the default, within a twentieth of
// a cell (under a pixel); settles to rest just after, landing exactly.
const arrived = glide.sample(152 * ms, smooth_motion);
try std.testing.expect(@abs(arrived[3][0] - 34) < 0.05 and @abs(arrived[1][0] - 35) < 0.05);
try std.testing.expect(t <= 220 * ms);
const rest = glide.sample(t, smooth_motion);
try std.testing.expectEqual([2]f32{ 34, 4 }, rest[0]);
try std.testing.expectEqual([2]f32{ 35, 5 }, rest[2]);
// A scroll carries it with the text.
glide.shift(0, -3);
try std.testing.expectEqual([2]f32{ 34, 1 }, glide.sample(t, smooth_motion)[0]);
}
test "a blink holds while typing, eases at its edges and stops when idle" {
const ms = std.time.ns_per_ms;
try std.testing.expectEqual(@as(f32, 1), Blink.at(100 * ms, 0).alpha);
const out = Blink.at(Blink.hold_ns + Blink.half_ns + 100 * ms, 0);
try std.testing.expectEqual(@as(f32, 0), out.alpha);
const edge = Blink.at(Blink.hold_ns + Blink.half_ns - Blink.edge_ns / 2, 0);
try std.testing.expect(edge.edge and edge.alpha > 0.2 and edge.alpha < 0.8);
try std.testing.expectEqual(@as(?u64, null), Blink.at(Blink.hold_ns + Blink.idle_ns + ms, 0).next_ns);
try std.testing.expectEqual(@as(f32, 1), Blink.at(Blink.hold_ns + Blink.idle_ns + ms, 0).alpha);
}
/// 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);
}
|