L1: shared LICE drawing kit — theme/palette + component geometry + draw kit; retire GDI text in bank_panel

This commit is contained in:
2026-07-26 20:04:04 -04:00
parent ec05af35ef
commit beca6487c7
10 changed files with 1394 additions and 42 deletions
+169
View File
@@ -0,0 +1,169 @@
// Standalone tests for reasampler::theme — no REAPER, no LICE, no test framework. Same
// fast assert loop as the sibling pure tests.
//
// The load-bearing test: EVERY text-on-surface pair the kit actually draws clears its WCAG
// floor (AA 4.5:1 body / 3:1 large + state indicators) — the "punch to the floor, not past
// it" rule made testable (brief §1, CONTEXT.md §palette). Plus: the direction constants are
// the single point of change (structural — roleColor is the only color source), the
// interaction-state transform behaves, the WCAG math is correct against known anchors, and
// the Direction C spectral ramp interpolates its endpoints.
#include "../src/theme.h"
#include <cmath>
#include <cstdio>
#include <initializer_list>
using namespace reasampler;
static int g_fail = 0;
#define CHECK(cond) do { if(!(cond)) { \
std::printf("FAIL line %d: %s\n", __LINE__, #cond); ++g_fail; } } while(0)
// --- WCAG math against known anchors ------------------------------------------
static void testContrastKnownAnchors() {
const KitColor white{255, 255, 255, 255};
const KitColor black{0, 0, 0, 255};
// Black-on-white is the canonical 21:1.
CHECK(std::fabs(contrastRatio(white, black) - 21.0) < 0.05);
// Contrast is symmetric (order-independent).
CHECK(std::fabs(contrastRatio(white, black) - contrastRatio(black, white)) < 1e-9);
// A color against itself is 1:1 (no contrast).
CHECK(std::fabs(contrastRatio(white, white) - 1.0) < 1e-9);
// Luminance ordering: white brightest, black darkest.
CHECK(relativeLuminance(white) > relativeLuminance(black));
CHECK(std::fabs(relativeLuminance(black)) < 1e-9);
CHECK(std::fabs(relativeLuminance(white) - 1.0) < 1e-9);
}
// --- THE load-bearing test: every drawn text-on-surface pair clears its floor -
// The surfaces text lands on (near-black elevation stack).
static void testTextPrimaryClearsBodyFloorOnSurfaces() {
const KitColor tp = roleColor(Role::TextPrimary);
// Primary text is body text -> 4.5:1 on every surface it is drawn on.
CHECK(contrastRatio(tp, roleColor(Role::BgBase)) >= textFloor(TextClass::Body));
CHECK(contrastRatio(tp, roleColor(Role::BgPanel)) >= textFloor(TextClass::Body));
CHECK(contrastRatio(tp, roleColor(Role::BgCell)) >= textFloor(TextClass::Body));
}
static void testTextDimClearsItsFloorOnSurfaces() {
const KitColor td = roleColor(Role::TextDim);
// Dim/secondary text is used for units/counts (large-ish, low-emphasis) -> the
// large/state floor 3:1 on the surfaces it appears on. Enforced from the vibrant side:
// it must not be dimmed BELOW the floor.
CHECK(contrastRatio(td, roleColor(Role::BgBase)) >= textFloor(TextClass::Large));
CHECK(contrastRatio(td, roleColor(Role::BgPanel)) >= textFloor(TextClass::Large));
CHECK(contrastRatio(td, roleColor(Role::BgCell)) >= textFloor(TextClass::Large));
}
static void testAccentClearsStateFloorOnBackground() {
// The accent is a UI-state indicator (selection border / active fill) -> 3:1 minimum
// on the base background, "pushed to the floor from the vibrant side".
CHECK(contrastRatio(roleColor(Role::Accent), roleColor(Role::BgBase))
>= textFloor(TextClass::Large));
// The hot (hover) accent is brighter still, so it also clears.
CHECK(contrastRatio(roleColor(Role::AccentHot), roleColor(Role::BgBase))
>= textFloor(TextClass::Large));
}
static void testWarnClearsStateFloorOnBackground() {
// warn (destructive) must be unmistakable -> clears the state floor on the base.
CHECK(contrastRatio(roleColor(Role::Warn), roleColor(Role::BgBase))
>= textFloor(TextClass::Large));
}
// Label drawn on an ACTIVE (accent-filled) surface: the shell draws it in bg/base. That
// pairing must also clear the body floor, or active buttons would be unreadable.
static void testLabelOnActiveSurfaceClearsFloor() {
const KitColor activeFill = roleColorState(Role::BgCell, InteractionState::Active);
const KitColor labelOnActive = roleColor(Role::BgBase); // what drawButton uses
CHECK(contrastRatio(labelOnActive, activeFill) >= textFloor(TextClass::Body));
}
// --- Single point of change (structural guarantee) ----------------------------
//
// roleColor is the ONLY color source; there is no other public accessor that yields a
// palette color, so re-picking the direction is editing the one constants block roleColor
// reads. We assert the roles are DISTINCT (the block actually differentiates them — a
// collapsed/duplicated palette would betray a broken edit) and that the elevation stack
// is monotonic (base darkest -> cell lightest), the invariant the direction must preserve.
static void testRolesAreDistinctAndElevationMonotonic() {
CHECK(!(roleColor(Role::BgBase) == roleColor(Role::BgPanel)));
CHECK(!(roleColor(Role::BgPanel) == roleColor(Role::BgCell)));
CHECK(!(roleColor(Role::TextPrimary) == roleColor(Role::TextDim)));
CHECK(!(roleColor(Role::Accent) == roleColor(Role::Warn)));
// Elevation reads as increasing luminance base < panel < cell.
CHECK(relativeLuminance(roleColor(Role::BgBase)) <
relativeLuminance(roleColor(Role::BgPanel)));
CHECK(relativeLuminance(roleColor(Role::BgPanel)) <
relativeLuminance(roleColor(Role::BgCell)));
// Primary text is brighter than dim text (the type hierarchy).
CHECK(relativeLuminance(roleColor(Role::TextPrimary)) >
relativeLuminance(roleColor(Role::TextDim)));
}
// --- Interaction-state transform ----------------------------------------------
static void testStateRestIsIdentity() {
for (Role r : {Role::BgBase, Role::BgPanel, Role::BgCell, Role::Accent}) {
CHECK(roleColorState(r, InteractionState::Rest) == roleColor(r));
}
}
static void testHoverLightensPressedDarkens() {
const KitColor rest = roleColor(Role::BgCell);
const KitColor hover = roleColorState(Role::BgCell, InteractionState::Hover);
const KitColor pressed = roleColorState(Role::BgCell, InteractionState::Pressed);
// Hover lightens toward the hot accent; pressed darkens.
CHECK(relativeLuminance(hover) > relativeLuminance(rest));
CHECK(relativeLuminance(pressed) < relativeLuminance(rest));
}
static void testActiveIsAccent() {
CHECK(roleColorState(Role::BgCell, InteractionState::Active) == roleColor(Role::Accent));
}
static void testDisabledDropsAlphaAndDesaturates() {
const KitColor rest = roleColor(Role::Accent);
const KitColor dis = roleColorState(Role::Accent, InteractionState::Disabled);
// Alpha drops to ~40%.
CHECK(dis.a < rest.a);
CHECK(dis.a >= 90 && dis.a <= 110); // 255 * 0.4 ~= 102
}
// --- Direction C spectral ramp ------------------------------------------------
static void testSpectralInterpolatesEndpoints() {
const KitColor lo = spectralColor(0.0);
const KitColor hi = spectralColor(1.0);
// Low is cool (blue-dominant), high is hot (red-dominant) — the identity of the ramp.
CHECK(lo.b > lo.r);
CHECK(hi.r > hi.b);
// Midpoint sits between the endpoints on each channel.
const KitColor mid = spectralColor(0.5);
CHECK(mid.r > lo.r && mid.r < hi.r);
// Clamps out of range.
CHECK(spectralColor(-1.0) == lo);
CHECK(spectralColor(2.0) == hi);
}
int main() {
testContrastKnownAnchors();
testTextPrimaryClearsBodyFloorOnSurfaces();
testTextDimClearsItsFloorOnSurfaces();
testAccentClearsStateFloorOnBackground();
testWarnClearsStateFloorOnBackground();
testLabelOnActiveSurfaceClearsFloor();
testRolesAreDistinctAndElevationMonotonic();
testStateRestIsIdentity();
testHoverLightensPressedDarkens();
testActiveIsAccent();
testDisabledDropsAlphaAndDesaturates();
testSpectralInterpolatesEndpoints();
if (g_fail == 0) std::printf("theme: all tests passed\n");
else std::printf("theme: %d CHECK(s) FAILED\n", g_fail);
return g_fail == 0 ? 0 : 1;
}