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authoruser <user@clank>2026-08-19 14:30:28 +0200
committeruser <user@clank>2026-08-19 14:30:28 +0200
commit20e1e104f2254c914b464a147aa0368491cdeb0c (patch)
treeea3d1d0618426f7cdad703ad854b4ce07e06e9b3 /src/app_draw.c
parentslosh: the splash colours glyphs, never backgrounds (diff)
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slosh: the logo flies into place -- a particle engine, statelessly
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.
Diffstat (limited to 'src/app_draw.c')
-rw-r--r--src/app_draw.c147
1 files changed, 140 insertions, 7 deletions
diff --git a/src/app_draw.c b/src/app_draw.c
index 20ae857..7c2a93c 100644
--- a/src/app_draw.c
+++ b/src/app_draw.c
@@ -1812,6 +1812,124 @@ static const splash_fx_t SPLASH_FX[] = {
};
#define NSPLASH_FX (sizeof SPLASH_FX / sizeof *SPLASH_FX)
+/* ---- the particle engine ------------------------------------------------- *
+ *
+ * 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 particle's 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 a single splash is coherent frame to
+ * frame; a per-particle hash of it staggers departures and scatters spawns. */
+
+typedef struct {
+ int tx, ty; /* target, in screen cells */
+ char glyph[8]; /* one UTF-8 cluster */
+} splash_p_t;
+#define SPLASH_P_MAX 512
+
+/* The logo as particles, re-derived per frame: ~300 tiny copies against a
+ * struct someone has to keep in sync with logo.txt is no contest. */
+static size_t splash_particles(splash_p_t *out, int x0, int y0) {
+ size_t n = 0, nlines = sizeof LOGO / sizeof *LOGO;
+ for (size_t ly = 0; ly < nlines; ly++) {
+ const char *sline = LOGO[ly];
+ int cx = 0;
+ for (size_t off = 0; sline[off] && n < SPLASH_P_MAX; cx++) {
+ unsigned char lead = (unsigned char)sline[off];
+ size_t len = lead < 0x80 ? 1 : lead < 0xE0 ? 2 : lead < 0xF0 ? 3 : 4;
+ if (sline[off] != ' ') {
+ out[n].tx = x0 + cx;
+ out[n].ty = y0 + (int)ly;
+ memcpy(out[n].glyph, sline + off, len);
+ out[n].glyph[len] = 0;
+ n++;
+ }
+ off += len;
+ }
+ }
+ return n;
+}
+
+/* Ease-out cubic in 0..256 fixed point: fast off the line, gentle landing. */
+static int splash_ease(int p8) {
+ int q = 256 - p8;
+ return 256 - q * q / 256 * q / 256;
+}
+
+/* This particle's progress, 0..256. `delay` (0..255) eats the front of the
+ * window and the remainder is rescaled, so stragglers still land exactly at
+ * the end -- an assembly that is only mostly assembled reads as a bug. */
+static int splash_p8(int64_t since, int asm_ms, int delay) {
+ if (asm_ms <= 0) return 256;
+ int p = (int)(since * 256 / asm_ms);
+ if (p >= 256) return 256;
+ if (delay > 224) delay = 224;
+ p = (p - delay) * 256 / (256 - delay);
+ return p < 0 ? 0 : p > 256 ? 256 : p;
+}
+
+/* The motions. Each computes where particle i is *from* and how late it
+ * leaves; the flight itself is one shared eased lerp, plus whatever offset
+ * the motion adds along the way (the vortex's orbit). Coordinates may leave
+ * the screen; the draw clips. */
+enum {
+ SPLASH_MO_RAIN, /* fall in, column by column */
+ SPLASH_MO_SCATTER, /* converge from everywhere */
+ SPLASH_MO_SLIDE, /* rows enter from alternating sides */
+ SPLASH_MO_VORTEX, /* spiral in around the centre */
+ SPLASH_MO_SHUFFLE, /* the glyphs trade places, then sort themselves */
+ NSPLASH_MO
+};
+
+static void splash_place(int motion, const splash_p_t *p, size_t i, size_t n,
+ const splash_p_t *all, uint32_t seed,
+ const screen_t *s, int64_t since, int asm_ms, int *ox,
+ int *oy) {
+ uint32_t h = ((uint32_t)i * 2654435761u) ^ (seed * 2246822519u);
+ int sx = p->tx, sy = p->ty, delay = 0;
+ switch (motion) {
+ case SPLASH_MO_RAIN:
+ sy = -1 - (int)(h % 12);
+ delay = (int)(h % 160);
+ break;
+ case SPLASH_MO_SCATTER:
+ sx = (int)(h % (s->cols ? s->cols : 1));
+ sy = (int)((h >> 9) % (s->rows ? s->rows : 1));
+ delay = (int)((h >> 18) % 96);
+ break;
+ case SPLASH_MO_SLIDE:
+ sx = (p->ty % 2) ? (int)s->cols + 2 + (int)(h % 8) : -3 - (int)(h % 8);
+ delay = (p->ty * 31) % 128;
+ break;
+ case SPLASH_MO_SHUFFLE: {
+ /* Everybody starts on somebody else's cell: a fixed rotation of the
+ * particle list, which is a permutation by construction. */
+ size_t j = (i + 1 + seed % (n > 1 ? n - 1 : 1)) % n;
+ sx = all[j].tx;
+ sy = all[j].ty;
+ delay = (int)(h % 112);
+ break;
+ }
+ case SPLASH_MO_VORTEX:
+ default: delay = (int)(h % 64); break;
+ }
+
+ int e = splash_ease(splash_p8(since, asm_ms, delay));
+ *ox = sx + (p->tx - sx) * e / 256;
+ *oy = sy + (p->ty - sy) * e / 256;
+
+ if (motion == SPLASH_MO_VORTEX && e < 256) {
+ /* An orbit that shrinks and unwinds as the flight completes. dist counts
+ * a row double everywhere else, so the y radius is halved here too. */
+ int r = (24 + (int)(h % 20)) * (256 - e) / 256;
+ int ang = (int)(h % 360) + e * 2;
+ *ox += r * expr_sin(ang + 90) / 255;
+ *oy += r * expr_sin(ang) / 510;
+ }
+}
+
static color_t splash_rgb(uint32_t rgb) {
return (color_t){.set = true,
.r = (uint8_t)(rgb >> 16),
@@ -1847,12 +1965,27 @@ void draw_splash(app_t *a, screen_t *s) {
blank[nb] = 0;
for (uint16_t y = 0; y < bh; y++)
screen_text(s, x0, (uint16_t)(y0 + y), blank, NO_COLOR, NO_COLOR, 0);
- /* White, not the accent: the effect passes below paint the hues, and white
- * is the canvas that takes every one of them at full saturation -- tinting
- * an already-blue glyph towards pink lands on mud. */
- for (size_t i = 0; i < nlines; i++)
- screen_text(s, (uint16_t)(x0 + 2), (uint16_t)(y0 + 1 + i), LOGO[i],
- CFG.default_fg, NO_COLOR, ATTR_BOLD);
+ /* The glyphs, wherever their flight has them this frame. White, not the
+ * accent: the effect passes below paint the hues, and white is the canvas
+ * that takes every one of them at full saturation -- tinting an
+ * already-blue glyph towards pink lands on mud. Assembly takes the first
+ * two fifths of splash_ms; from then on every particle sits on its target
+ * and this is exactly the static logo. */
+ splash_p_t parts[SPLASH_P_MAX];
+ size_t np = splash_particles(parts, x0 + 2, y0 + 1);
+ int64_t since = now - (a->splash_until - CFG.splash_ms);
+ int asm_ms = (int)CFG.splash_ms * 2 / 5;
+ uint32_t seed = (uint32_t)a->splash_until;
+ int motion = a->splash_motion >= 0 ? a->splash_motion % NSPLASH_MO
+ : (int)((seed / NSPLASH_FX) % NSPLASH_MO);
+ for (size_t i = 0; i < np; i++) {
+ int px, py;
+ splash_place(motion, &parts[i], i, np, parts, seed, s, since, asm_ms, &px,
+ &py);
+ if (px < 0 || py < 0 || px >= s->cols || py >= s->rows) continue;
+ screen_text(s, (uint16_t)px, (uint16_t)py, parts[i].glyph, CFG.default_fg,
+ NO_COLOR, ATTR_BOLD);
+ }
/* The effect chain. Programs are compiled on first wear and kept for the
* life of the process: the sources are string literals above, and a splash
@@ -1879,7 +2012,7 @@ void draw_splash(app_t *a, screen_t *s) {
shade_ctx_t ctx = {
.now_ms = now,
- .state_ms = now - (a->splash_until - CFG.splash_ms),
+ .state_ms = since, /* the splash's own age, for one-shot effects */
.default_fg = CFG.default_fg,
.default_bg = CFG.default_bg,
};