<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slosh.git/include/expr.h, branch master</title>
<subtitle>an opinionated terminal multiplexer in C with programmable pane chrome</subtitle>
<id>https://git.sl0p.foo/slosh.git/atom/include/expr.h?h=master</id>
<link rel='self' href='https://git.sl0p.foo/slosh.git/atom/include/expr.h?h=master'/>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/'/>
<updated>2026-08-19T12:30:28Z</updated>
<entry>
<title>slosh: the logo flies into place -- a particle engine, statelessly</title>
<updated>2026-08-19T12:30:28Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-19T12:30:28Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=20e1e104f2254c914b464a147aa0368491cdeb0c'/>
<id>urn:sha1:20e1e104f2254c914b464a147aa0368491cdeb0c</id>
<content type='text'>
Every non-space glyph of the logo is a particle that flies to its cell
over the first two fifths of splash_ms, then *is* the logo for the
rest. There is deliberately no particle state anywhere: a position is
a pure function of (target, elapsed, seed), recomputed every frame
like the layout and the pane states and for the same reason -- physics
that is stored can drift, physics that is derived cannot. The seed is
the splash timestamp, so every attach flies differently and one splash
is coherent frame to frame; a per-particle hash staggers departures,
and the delay rescaling lands every straggler exactly at the end,
because an almost-assembled logo reads as a bug.

Five motions, picked by the clock and pinned by {"cmd":"splash",
"motion":N}: rain (fall in, column by column), scatter (converge from
everywhere), slide (rows enter from alternating sides), vortex (spiral
in around the centre, orbit shrinking and unwinding), shuffle (the
glyphs trade places, then sort themselves). The colour chains keep
playing over the box throughout, so particles catch their hue as they
cross into it.

expr_sin() is the expression language's own sine exported for C-side
animation: a motion sketched in the repl and one compiled into the
binary cannot disagree about what sin(90) is.

The tests learned two things the flights taught: the logo's opening
run appears three times per line and assembly is staggered, so a
middle occurrence can land first -- "assembled" is the row whose first
block glyph is where the match begins -- and windows need margins that
survive a parallel suite on a busy box.
</content>
</entry>
<entry>
<title>slosh: defaults most people can live in, said by shaders</title>
<updated>2026-08-19T11:46:57Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-19T11:46:57Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=42b3c10995eb67778d9dd3aa2fd80624896acd5f'/>
<id>urn:sha1:42b3c10995eb67778d9dd3aa2fd80624896acd5f</id>
<content type='text'>
The out-of-the-box look, rethought as one piece:

- the compiled-in palette calms down: muted blue #7aa2f7 on the same
  neutral darks, with the colours that mean something kept semantic --
  amber bell, red-orange dead. sl0p stays one include away as the house
  style, and contrib/themes/default.kdl is the starting point written
  down (theme-tour shows it).

- derived state defaults now actually follow the theme: the scrolled
  wash is rebuilt from scroll_bg after the theme block (it used to bake
  the compiled accent), and declaring a state -- in any file of an
  include chain -- still wins. The dump writes derived states as
  comments so C-a e cannot pin what is meant to keep following.

- a bell you can see: the frame blinks three times in theme's bell
  colour then breathes until answered, and a soft diagonal shimmer --
  the bell colour halved towards default_fg, width breathing on a sine
  -- crosses the body for the same 900ms. bell_indicator false silences
  all of it; states { bell { } } replaces it like any state. since
  carries the clock dependency, so an idle session pays nothing.

- scrollback says where it continues: while scrolled, the viewport's
  top and bottom rows melt towards an edge with content past it and
  turn solid at the buffer's end. New expression variables above/below
  (lines hidden past each edge, own dependency bit, cached per scroll
  position), carried in shade_ctx_t -- SLOSH_SHADER_ABI 3 -&gt; 4.

- expressions survive the dump: a program keeps its source and cb_chain
  writes it back, so amount="(y % 2) * 40" no longer dumps as a number.

- headers move to include/, -Iinclude everywhere; the plugin Makefile's
  SLOSH var becomes SLOSH_DIR because slosh exports SLOSH=1 into every
  pane it runs, and building from inside a session read that as a path.

- comment drift culled where features outran the prose, and the
  derivation boilerplate folded into derived_pass()/ctx_scroll().
</content>
</entry>
</feed>
