//! The console library's model and math — everything about the coverflow that isn't //! Skia: the shared binary↔overlay state (games, phase, incoming art bytes), the //! spring-driven motion and cursor arithmetic (ported verbatim from the GTK launcher, //! tests included), and the geometry constants. Rendering lives in `skia_overlay`. use std::collections::VecDeque; use std::sync::{Arc, Mutex}; // --- Geometry (the GTK launcher's constants — Apple coverflow parity) -------------------- /// Poster geometry: 2:3 covers, sized so the focused poster + detail panel + hint bar /// fit a Deck's 1280×800 with air. Scaled uniformly for other window sizes. pub const POSTER_W: f64 = 220.0; pub const POSTER_H: f64 = 330.0; /// Center of the focused card to the center of its first neighbor. pub const FOCUS_GAP: f64 = 230.0; /// Center-to-center distance between successive SIDE cards — much tighter than their /// projected width, so the side stacks overlap like the classic coverflow shelf. pub const SIDE_SPACING: f64 = 104.0; /// Cards farther than this from the eased position aren't drawn at all. pub const VISIBLE_RANGE: f64 = 5.5; /// Neighbors recede to this scale… pub const RECEDE_SCALE: f64 = 0.24; /// …and swing this many degrees about their own vertical axis under perspective, side /// cards facing the corridor (their inner edge recedes behind the focus). pub const ROTATE_DEG: f64 = 38.0; /// Perspective depth for the tilt, px (CSS `perspective()` semantics). pub const PERSPECTIVE: f64 = 800.0; /// The darkening veil's max opacity (side cards stay opaque — they overlap). pub const RECEDE_DIM: f64 = 0.30; /// Boundary recoil: a refused move deflects the strip this many px against the push. pub const BUMP_PX: f64 = 16.0; /// L1/R1 jump distance. pub const JUMP: i32 = 5; // The motion is spring-driven (semi-implicit Euler), not eased — velocity carries across // retargets, so holding a direction glides and a release settles like a detent. /// Cursor chase: ζ ≈ 0.85 — settles in ~0.3 s with a whisker of overshoot. pub const SPRING_K: f64 = 200.0; pub const SPRING_C: f64 = 24.0; /// Boundary recoil: stiffer and more underdamped (ζ ≈ 0.55) — one visible wobble. pub const BUMP_K: f64 = 600.0; pub const BUMP_C: f64 = 27.0; /// One semi-implicit-Euler step of a damped spring toward `target`. fn spring_step(pos: f64, vel: f64, target: f64, k: f64, c: f64, dt: f64) -> (f64, f64) { let vel = vel + (k * (target - pos) - c * vel) * dt; (pos + vel * dt, vel) } /// Advance a damped spring by a whole frame, integrating in ≤ 8 ms substeps — a stalled /// frame stays far inside the integrator's stability bound, so the motion feels /// identical at any frame rate. pub fn spring_advance( mut pos: f64, mut vel: f64, target: f64, k: f64, c: f64, dt: f64, ) -> (f64, f64) { let n = (dt / 0.008).ceil().max(1.0) as usize; let h = dt / n as f64; for _ in 0..n { (pos, vel) = spring_step(pos, vel, target, k, c, h); } (pos, vel) } /// Pure cursor arithmetic for a move/jump: `clamp` lands jumps on the ends, a plain /// step refuses to leave them. #[derive(Debug, PartialEq, Eq)] pub enum StepResult { Moved(i32), Boundary, } pub fn step_cursor(cursor: i32, len: usize, delta: i32, clamp: bool) -> StepResult { if len == 0 { return StepResult::Boundary; } let max = len as i32 - 1; let target = if clamp { (cursor + delta).clamp(0, max) } else { cursor + delta }; if target == cursor || target < 0 || target > max { StepResult::Boundary } else { StepResult::Moved(target) } } // --- 4×4 matrix (row-major) — the coverflow card transform ------------------------------ /// `T(cx,cy) · P(depth) · Ry(angle) · S(s) · T(-w/2,-h/2)`: card-local (0..w, 0..h) → /// screen, rotated about the card's own vertical center axis under perspective — the /// GSK transform chain from the GTK launcher, as one row-major matrix for /// `Canvas::concat_44`. #[allow(clippy::too_many_arguments)] pub fn card_matrix( cx: f64, cy: f64, angle_deg: f64, scale: f64, w: f64, h: f64, depth: f64, ) -> [f32; 16] { let t1 = translate(cx, cy); let p = perspective(depth); let r = rotate_y(angle_deg.to_radians()); let s = scale_xy(scale); let t2 = translate(-w / 2.0, -h / 2.0); let m = mat_mul(&mat_mul(&mat_mul(&mat_mul(&t1, &p), &r), &s), &t2); core::array::from_fn(|i| m[i] as f32) } fn translate(x: f64, y: f64) -> [f64; 16] { let mut m = identity(); m[3] = x; m[7] = y; m } fn perspective(d: f64) -> [f64; 16] { let mut m = identity(); m[14] = -1.0 / d; // row 3, col 2 — w' = 1 − z/d (CSS convention) m } fn rotate_y(rad: f64) -> [f64; 16] { let (s, c) = rad.sin_cos(); let mut m = identity(); m[0] = c; m[2] = s; m[8] = -s; m[10] = c; m } fn scale_xy(s: f64) -> [f64; 16] { let mut m = identity(); m[0] = s; m[5] = s; m } fn identity() -> [f64; 16] { let mut m = [0.0; 16]; m[0] = 1.0; m[5] = 1.0; m[10] = 1.0; m[15] = 1.0; m } fn mat_mul(a: &[f64; 16], b: &[f64; 16]) -> [f64; 16] { let mut out = [0.0; 16]; for r in 0..4 { for c in 0..4 { out[r * 4 + c] = (0..4).map(|k| a[r * 4 + k] * b[k * 4 + c]).sum(); } } out } // --- Mesh-gradient background (the Swift `GamepadScreenBackground` MeshGradient, ported) -- /// The 16 mesh colours, row-major 4×4 (sRGB) — a verbatim port of the Swift client's /// `meshColors`: dark-violet corners sink the frame, the edges carry mid-tone violets, and /// the four interior points hold the bright brand family (warm pools left, cool right). pub const MESH_COLORS: [(f64, f64, f64); 16] = [ (0.075, 0.060, 0.160), (0.34, 0.27, 0.72), (0.30, 0.26, 0.74), (0.075, 0.060, 0.160), (0.42, 0.20, 0.54), (0.49, 0.39, 0.95), (0.28, 0.31, 0.84), (0.16, 0.26, 0.64), (0.45, 0.23, 0.60), (0.53, 0.31, 0.75), (0.35, 0.35, 0.91), (0.19, 0.28, 0.70), (0.075, 0.060, 0.160), (0.22, 0.18, 0.54), (0.24, 0.20, 0.58), (0.075, 0.060, 0.160), ]; /// The four interior control points that wander; the 12 boundary points stay pinned to the /// frame (a drifting edge point would shrink the field and expose the black behind it). Each /// row is `(base_ux, base_uy, amplitude, speed_x, speed_y, phase)` in unit UV / rad·s⁻¹ — /// the exact `wob()` parameters from the Swift `meshPoints(at:)`. Their live displacement /// `(amp·sin(t·sx+ph), amp·cos(t·sy+ph·1.3))` drives a domain warp, so the bright colour /// pools follow the points as they breathe (periods ~90–130 s, out of phase so it never loops). pub const MESH_INTERIOR: [(f64, f64, f64, f64, f64, f64); 4] = [ (0.333, 0.333, 0.11, 0.049, 0.063, 0.4), (0.667, 0.333, 0.10, 0.055, 0.052, 2.1), (0.333, 0.667, 0.10, 0.058, 0.049, 3.6), (0.667, 0.667, 0.12, 0.047, 0.061, 5.0), ]; /// The mesh gradient as SkSL, palette + motion baked into the source (only time and /// resolution are uniforms). A smooth bicubic blend of the 16 colours — a separable /// cubic-Bézier basis in x then y, C∞ and edge-to-edge, the fragment-shader analogue of /// SwiftUI's `MeshGradient(smoothsColors: true)`. The four interior points drive a /// bounded (weighted-average) domain warp so the bright pools drift; then the whole field /// gets the ±8°/~5-min hue sway, an elliptical vignette, and the vertical legibility scrim, /// all matching the Swift `composite(at:)`. Runs on the GPU at full rate. pub fn mesh_sksl() -> String { // Colours as `float3(r, g, b)` literals, indices 0..15 (row-major 4×4). let c = |i: usize| { let (r, g, b) = MESH_COLORS[i]; format!("float3({r}, {g}, {b})") }; // The four interior-point domain-warp accumulators. Displacement matches Swift `wob()`: // x uses sin(t·sx+ph), y uses cos(t·sy+ph·1.3). SIG sets how far each point's pull // reaches; the warp is the weight-normalised average displacement, so |warp| ≤ max|amp|. let mut warp = String::new(); for (bx, by, amp, sx, sy, ph) in MESH_INTERIOR { warp.push_str(&format!( " q = uv - float2({bx}, {by});\n\ ww = exp(-dot(q, q) / (2.0 * 0.30 * 0.30));\n\ d = float2({amp} * sin(u_t * {sx} + {ph}), \ {amp} * cos(u_t * {sy} + {ph} * 1.3));\n\ wsum += d * ww; wtot += ww;\n", )); } format!( "uniform float2 u_res;\n\ uniform float u_t;\n\ \n\ // Cubic-Bézier basis over four control values — the smooth 4-point blend per axis.\n\ float bz(float t, float a, float b, float c, float d) {{\n\ \x20 float u = 1.0 - t;\n\ \x20 return u*u*u*a + 3.0*u*u*t*b + 3.0*u*t*t*c + t*t*t*d;\n\ }}\n\ float3 bz3(float t, float3 a, float3 b, float3 c, float3 d) {{\n\ \x20 return float3(bz(t, a.r, b.r, c.r, d.r), bz(t, a.g, b.g, c.g, d.g), \ bz(t, a.b, b.b, c.b, d.b));\n\ }}\n\ // Hue rotation about the grey axis (Rodrigues) — the ±8° warm/cool sway.\n\ float3 hue(float3 col, float a) {{\n\ \x20 float3 k = float3(0.5773503);\n\ \x20 float cs = cos(a); float sn = sin(a);\n\ \x20 return col*cs + cross(k, col)*sn + k*dot(k, col)*(1.0 - cs);\n\ }}\n\ \n\ half4 main(float2 xy) {{\n\ \x20 float2 uv = xy / u_res;\n\ \x20 // Interior control points wander → bounded domain warp (pools follow them).\n\ \x20 float2 wsum = float2(0.0); float wtot = 0.0; float2 q; float ww; float2 d;\n\ {warp}\ \x20 uv = clamp(uv - wsum / (wtot + 1e-4), 0.0, 1.0);\n\ \n\ \x20 // Bicubic blend of the 16 mesh colours: cubic-Bézier in x per row, then in y.\n\ \x20 float3 r0 = bz3(uv.x, {c0}, {c1}, {c2}, {c3});\n\ \x20 float3 r1 = bz3(uv.x, {c4}, {c5}, {c6}, {c7});\n\ \x20 float3 r2 = bz3(uv.x, {c8}, {c9}, {c10}, {c11});\n\ \x20 float3 r3 = bz3(uv.x, {c12}, {c13}, {c14}, {c15});\n\ \x20 float3 col = bz3(uv.y, r0, r1, r2, r3);\n\ \n\ \x20 col = hue(col, sin(u_t * 0.021) * 0.1396263);\n\ \n\ \x20 // Elliptical vignette: clear at r=0.25 → black·0.42 at r=1.15 (aspect-fit ellipse).\n\ \x20 float2 e = (xy / u_res - 0.5) * 2.0;\n\ \x20 float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0) * 0.42;\n\ \x20 col *= 1.0 - vig;\n\ \n\ \x20 // Vertical legibility scrim: black 0.38/0.06/0.08/0.40 at 0/0.32/0.68/1.\n\ \x20 float v = xy.y / u_res.y;\n\ \x20 float s = v < 0.32 ? mix(0.38, 0.06, v / 0.32)\n\ \x20 : v < 0.68 ? mix(0.06, 0.08, (v - 0.32) / 0.36)\n\ \x20 : mix(0.08, 0.40, (v - 0.68) / 0.32);\n\ \x20 col *= 1.0 - s;\n\ \n\ \x20 return half4(half3(col), 1.0);\n\ }}\n", c0 = c(0), c1 = c(1), c2 = c(2), c3 = c(3), c4 = c(4), c5 = c(5), c6 = c(6), c7 = c(7), c8 = c(8), c9 = c(9), c10 = c(10), c11 = c(11), c12 = c(12), c13 = c(13), c14 = c(14), c15 = c(15), ) } // --- The shared binary↔overlay model ------------------------------------------------------ #[derive(Clone, PartialEq)] pub enum LibraryPhase { Loading, /// Browse target isn't paired — pairing is the plugin's job, render the advice. PairFirst, Error { title: String, body: String, can_retry: bool, }, Empty, /// Games are loaded — the carousel. Ready, } #[derive(Clone)] pub struct LibraryGame { pub id: String, pub title: String, pub store: String, } struct Shared { phase: LibraryPhase, games: Vec, /// Fetched poster bytes the renderer hasn't decoded yet (id, encoded image). art_in: VecDeque<(String, Vec)>, /// Bumped on phase/games changes so the renderer re-syncs its snapshot. generation: u64, } /// The binary's write handle / the overlay's read handle — fetch threads push into it, /// the renderer drains per frame. Cheap locks, no rendering data inside. #[derive(Clone)] pub struct LibraryShared(Arc>); impl Default for LibraryShared { fn default() -> Self { LibraryShared(Arc::new(Mutex::new(Shared { phase: LibraryPhase::Loading, games: Vec::new(), art_in: VecDeque::new(), generation: 0, }))) } } impl LibraryShared { pub fn set_phase(&self, phase: LibraryPhase) { let mut s = self.0.lock().unwrap(); s.phase = phase; s.generation += 1; } /// Loaded games → the carousel (empty = the empty scene). pub fn set_games(&self, games: Vec) { let mut s = self.0.lock().unwrap(); s.phase = if games.is_empty() { LibraryPhase::Empty } else { LibraryPhase::Ready }; s.games = games; s.generation += 1; } pub fn push_art(&self, id: String, bytes: Vec) { self.0.lock().unwrap().art_in.push_back((id, bytes)); } /// Renderer side: the generation stamp (re-snapshot on change). pub(crate) fn generation(&self) -> u64 { self.0.lock().unwrap().generation } pub(crate) fn snapshot(&self) -> (LibraryPhase, Vec, u64) { let s = self.0.lock().unwrap(); (s.phase.clone(), s.games.clone(), s.generation) } pub(crate) fn drain_art(&self) -> Vec<(String, Vec)> { self.0.lock().unwrap().art_in.drain(..).collect() } } /// Store id → display label (the GTK `ui_library` table). pub fn store_label(store: &str) -> &'static str { match store { "steam" => "Steam", "custom" => "Custom", "heroic" => "Heroic", "lutris" => "Lutris", "epic" => "Epic", "gog" => "GOG", "xbox" => "Xbox", _ => "Game", } } /// Monogram for the placeholder tile: the first letters of the first two words. pub fn initials(title: &str) -> String { title .split_whitespace() .take(2) .filter_map(|w| w.chars().next()) .flat_map(char::to_uppercase) .collect() } #[cfg(test)] mod tests { use super::*; /// The GTK launcher's cursor tests, ported with the math. #[test] fn step_refuses_the_ends() { assert_eq!(step_cursor(0, 5, -1, false), StepResult::Boundary); assert_eq!(step_cursor(4, 5, 1, false), StepResult::Boundary); assert_eq!(step_cursor(2, 5, 1, false), StepResult::Moved(3)); assert_eq!(step_cursor(0, 0, 1, false), StepResult::Boundary); } #[test] fn jump_clamps_onto_the_ends() { assert_eq!(step_cursor(1, 5, -JUMP, true), StepResult::Moved(0)); assert_eq!(step_cursor(3, 5, JUMP, true), StepResult::Moved(4)); assert_eq!(step_cursor(0, 5, -JUMP, true), StepResult::Boundary); } /// Springs converge onto the target and stay finite through a stalled frame. #[test] fn springs_converge() { let (mut pos, mut vel) = (0.0, 0.0); for _ in 0..120 { (pos, vel) = spring_advance(pos, vel, 3.0, SPRING_K, SPRING_C, 1.0 / 60.0); } assert!((pos - 3.0).abs() < 0.01, "{pos}"); let (p, v) = spring_advance(0.0, 0.0, 1.0, BUMP_K, BUMP_C, 0.05); assert!( p.is_finite() && v.is_finite() && p > 0.0 && p < 2.0, "{p}/{v}" ); } /// The focused card (angle 0, scale 1) maps its center to (cx, cy) exactly. #[test] fn card_matrix_centers_the_focused_card() { let m = card_matrix(640.0, 400.0, 0.0, 1.0, POSTER_W, POSTER_H, PERSPECTIVE); // Apply to the card-local center (w/2, h/2, 0, 1). let (x, y) = (POSTER_W as f32 / 2.0, POSTER_H as f32 / 2.0); let px = m[0] * x + m[1] * y + m[3]; let py = m[4] * x + m[5] * y + m[7]; let pw = m[12] * x + m[13] * y + m[15]; assert!((px / pw - 640.0).abs() < 0.01, "{}", px / pw); assert!((py / pw - 400.0).abs() < 0.01, "{}", py / pw); } /// A right-side card's INNER (left) edge recedes: its projected x compresses toward /// the center relative to the flat card — the coverflow corridor. #[test] fn side_card_inner_edge_recedes() { let flat = card_matrix(900.0, 400.0, 0.0, 1.0, POSTER_W, POSTER_H, PERSPECTIVE); let tilted = card_matrix( 900.0, 400.0, -ROTATE_DEG, 1.0, POSTER_W, POSTER_H, PERSPECTIVE, ); let project = |m: &[f32; 16], x: f32, y: f32| { let px = m[0] * x + m[1] * y + m[3]; let pw = m[12] * x + m[13] * y + m[15]; px / pw }; // The inner edge is x=0 in card space. Perspective divide: receding (w < 1 side) // pushes it AWAY from the vanishing center — the edge reads as farther. let flat_left = project(&flat, 0.0, POSTER_H as f32 / 2.0); let tilt_left = project(&tilted, 0.0, POSTER_H as f32 / 2.0); let flat_right = project(&flat, POSTER_W as f32, POSTER_H as f32 / 2.0); let tilt_right = project(&tilted, POSTER_W as f32, POSTER_H as f32 / 2.0); // Tilt narrows the card's projected width (it turned away from the viewer). assert!((tilt_right - tilt_left) < (flat_right - flat_left) * 0.95); } #[test] fn initials_take_two_words() { assert_eq!(initials("Dota 2"), "D2"); assert_eq!(initials("half-life"), "H"); } /// The generated SkSL parses as far as syntax we control (sanity: balanced braces, all /// 16 colours baked in, the five bicubic evals and four interior warp terms present). #[test] fn mesh_sksl_shape() { let src = mesh_sksl(); assert!(src.matches("float3(").count() >= 16, "16 colours baked"); assert_eq!(src.matches("bz3(").count(), 6); // 1 definition + 5 call sites assert_eq!(src.matches("wtot +=").count(), 4); // one per interior point assert_eq!(src.matches('{').count(), src.matches('}').count()); } }