FA2: bounded-schematic Gate envelope (15% sustain reserve, in-bounds release) + zero-fade-out grabbable via nearest-node hit-test; all nodes clamp in-canvas

This commit is contained in:
2026-07-27 18:25:03 -04:00
parent e2bd4f4351
commit d5d1902ea4
6 changed files with 392 additions and 121 deletions
+96 -25
View File
@@ -4,12 +4,14 @@
// boundaries (the load-bearing "a drag can never produce a param a slider couldn't" invariant).
//
// Covers: nodeAtPoint (grabs a drawn handle within the pick radius; misses off every node; skips
// the non-draggable Origin/ReleaseStart anchors; first-match determinism); resolveNodeDrag Gate
// (each cumulative node edits its OWN segment; X->time, sustain node's Y->level; lower clamp at 0;
// upper clamp at the caller's max; only the dragged param changes); resolveNodeDrag Trigger (fades
// as fractions of the played span; fadeIn/fadeOut mutual clamp so they never cross; length clamp;
// FadeOutStart moves OPPOSITE the pixel delta); degenerate area/duration + non-draggable node ->
// no motion.
// the non-draggable Origin/ReleaseStart anchors; NEAREST-node-wins with draw-order tie-break —
// FA2); resolveNodeDrag Gate (each cumulative node edits its OWN segment at the TIMED-region px
// scale; X->time, sustain node's Y->level; lower clamp at 0; upper clamp at the caller's max;
// only the dragged param changes; ReleaseEnd grabbable + draggable — FA2); resolveNodeDrag
// Trigger (fades as fractions of the played span; fadeIn/fadeOut mutual clamp so they never
// cross; length clamp; FadeOutStart moves OPPOSITE the pixel delta; zero-fade-out node grabbable
// at the right edge and draggable inward — FA2); degenerate area/duration + non-draggable node
// -> no motion.
#include "../src/vst/envelope_edit.h"
@@ -24,9 +26,12 @@ static int g_fail = 0;
static bool near(double a, double b, double eps = 1e-9) { return std::fabs(a - b) <= eps; }
// 1000px wide, 100px tall, offset origin. 2.0s total => 500 px/s => 0.002 s/px.
// 1000px wide, 100px tall, offset origin. Trigger scale: 2.0s over 1000px => 0.002 s/px. Gate
// scale (FA2 schematic): 2.0s over the 850px TIMED region (150px sustain-plateau reserve) =>
// 2/850 s/px, and the gateEnv() nodes draw at A x@85, H x@128, D x@255, RS x@405, RE x@575.
static Rect wideArea() { return Rect{20, 10, 1020, 110}; }
static constexpr double kTotal = 2.0;
static constexpr double kGateSecPerPx = kTotal / 850.0;
static AmpEnvelope gateEnv() {
AmpEnvelope e;
@@ -53,18 +58,18 @@ static AmpEnvelope triggerEnv() {
static void testHitGrabsDrawnHandle() {
const AmpEnvelope e = gateEnv();
const Rect a = wideArea();
// AttackEnd draws at x = left+100 (0.2s), y = top (level 1). A grab there hits it.
NodeHit h = nodeAtPoint(e, a, kTotal, a.left + 100, a.top);
// AttackEnd draws at x = left+85 (0.2s * 425 px/s in the timed region), y = top (level 1).
NodeHit h = nodeAtPoint(e, a, kTotal, a.left + 85, a.top);
CHECK(h.hit && h.node == EnvNode::AttackEnd);
// The sustain node (DecayEnd) at 0.6s -> left+300, level 0.5 -> ~top+50.
NodeHit s = nodeAtPoint(e, a, kTotal, a.left + 300, a.top + 50);
// The sustain node (DecayEnd) at 0.6s -> left+255, level 0.5 -> ~top+50.
NodeHit s = nodeAtPoint(e, a, kTotal, a.left + 255, a.top + 50);
CHECK(s.hit && s.node == EnvNode::DecayEnd);
}
static void testHitMissesOffEveryNode() {
const AmpEnvelope e = gateEnv();
const Rect a = wideArea();
// A point far from any drawn handle (mid plateau, well away from a node).
// A point far from any drawn handle (right of the release ramp, well away from a node).
NodeHit h = nodeAtPoint(e, a, kTotal, a.left + 700, a.top + 5);
CHECK(!h.hit);
}
@@ -75,22 +80,42 @@ static void testHitSkipsNonDraggableAnchors() {
// Origin draws at (left, bottom-1). Even a pixel-perfect grab there is NOT a draggable node.
NodeHit o = nodeAtPoint(e, a, kTotal, a.left, a.bottom - 1);
CHECK(!o.hit);
// ReleaseStart draws at (right, sustain level). It is drawing-only -> not grabbable. But
// ReleaseEnd is elsewhere, so a grab exactly at ReleaseStart's point must miss.
// ReleaseStart x == right (plateau to sample end), y == sustain (~top+50).
NodeHit rs = nodeAtPoint(e, a, kTotal, a.right, a.top + 50);
// ReleaseStart draws at (left+405, sustain level ~top+50) — the fixed plateau end. It is
// drawing-only -> not grabbable; no other node is within the radius, so this grab misses.
NodeHit rs = nodeAtPoint(e, a, kTotal, a.left + 405, a.top + 50);
CHECK(!rs.hit);
}
static void testHitNearestNodeWinsOverDrawOrder() {
// FA2 nearest-wins: with a SHORT hold, AttackEnd (x@85) and HoldEnd (x@89) both fall within
// the grab radius of a point at x@90 — the NEAREST (HoldEnd, 1px) must win, not the earlier
// draw-order AttackEnd (5px), so tightly packed handles stay individually grabbable.
AmpEnvelope e = gateEnv();
e.holdSeconds = 0.01; // hold end at 0.21s -> x@round(89.25)=89
const Rect a = wideArea();
NodeHit h = nodeAtPoint(e, a, kTotal, a.left + 90, a.top);
CHECK(h.hit && h.node == EnvNode::HoldEnd);
}
static void testHitCoincidentNodesTieToEarlierDrawOrder() {
// Zero hold: AttackEnd and HoldEnd draw at the SAME pixel. The tie goes to the earlier
// draw-order node (AttackEnd) — deterministic, mirroring the pre-FA2 first-match rule.
AmpEnvelope e = gateEnv();
e.holdSeconds = 0.0;
const Rect a = wideArea();
NodeHit h = nodeAtPoint(e, a, kTotal, a.left + 85, a.top);
CHECK(h.hit && h.node == EnvNode::AttackEnd);
}
// --- resolveNodeDrag Gate -----------------------------------------------------
static void testGateAttackDragMovesOnlyAttack() {
const AmpEnvelope e = gateEnv();
const Rect a = wideArea();
EnvClampBounds b; // default maxima 4.0s
// +50px at 0.002 s/px = +0.1s on attack (0.2 -> 0.3). Nothing else moves.
// +50px at the GATE timed-region scale (2/850 s/px) on attack. Nothing else moves.
AmpEnvelope out = resolveNodeDrag(e, EnvNode::AttackEnd, a, kTotal, b, 50, 0);
CHECK(near(out.attackSeconds, 0.3));
CHECK(near(out.attackSeconds, 0.2 + 50.0 * kGateSecPerPx));
CHECK(near(out.holdSeconds, e.holdSeconds));
CHECK(near(out.decaySeconds, e.decaySeconds));
CHECK(near(out.sustainLevel, e.sustainLevel));
@@ -101,8 +126,8 @@ static void testGateTimeLowerClampAtZero() {
const AmpEnvelope e = gateEnv();
const Rect a = wideArea();
EnvClampBounds b;
// Drag attack far LEFT (-500px = -1.0s) from 0.2s: clamps to 0, never negative (monotonic:
// the segment cannot go below zero).
// Drag attack far LEFT (-500px ~= -1.18s at the gate scale) from 0.2s: clamps to 0, never
// negative (monotonic: the segment cannot go below zero).
AmpEnvelope out = resolveNodeDrag(e, EnvNode::AttackEnd, a, kTotal, b, -500, 0);
CHECK(near(out.attackSeconds, 0.0));
}
@@ -112,8 +137,8 @@ static void testGateTimeUpperClampAtSliderMax() {
const Rect a = wideArea();
EnvClampBounds b;
b.maxDecaySeconds = 1.0; // the shell's decay slider tops out at 1.0s
// Drag decay far RIGHT (+2000px = +4.0s) from 0.3s: clamps to the slider max 1.0, NOT beyond
// (the drag can't produce a param the slider couldn't).
// Drag decay far RIGHT (+2000px ~= +4.7s at the gate scale) from 0.3s: clamps to the slider
// max 1.0, NOT beyond (the drag can't produce a param the slider couldn't).
AmpEnvelope out = resolveNodeDrag(e, EnvNode::DecayEnd, a, kTotal, b, 2000, 0);
CHECK(near(out.decaySeconds, 1.0));
}
@@ -122,10 +147,10 @@ static void testGateSustainNodeBothAxes() {
const AmpEnvelope e = gateEnv();
const Rect a = wideArea();
EnvClampBounds b;
// DecayEnd: +100px X = +0.2s decay (0.3 -> 0.5); +bottom-ward Y LOWERS the level. Level span is
// 99 px for [0,1]; drag DOWN by ~10px (positive dy) lowers sustain by ~10/99 ~= 0.101.
// DecayEnd: +100px X at the gate timed scale on decay; +bottom-ward Y LOWERS the level. Level
// span is 99 px for [0,1]; drag DOWN by ~10px (positive dy) lowers sustain by ~10/99 ~= 0.101.
AmpEnvelope out = resolveNodeDrag(e, EnvNode::DecayEnd, a, kTotal, b, 100, 10);
CHECK(near(out.decaySeconds, 0.5));
CHECK(near(out.decaySeconds, 0.3 + 100.0 * kGateSecPerPx));
CHECK(out.sustainLevel < e.sustainLevel); // dragged DOWN -> lower sustain
CHECK(near(out.sustainLevel, 0.5 - 10.0 / 99.0, 1e-6));
}
@@ -152,6 +177,26 @@ static void testGateTimeOnlyNodeIgnoresY() {
CHECK(near(out.sustainLevel, e.sustainLevel)); // Y ignored for a time-only node
}
static void testGateReleaseEndGrabAndDrag() {
// The FA2 fix: ReleaseEnd is a drawn, IN-BOUNDS, grabbable handle (pre-FA2 it mapped past
// area.right and could never be grabbed). gateEnv() draws it at x@575, level 0 (bottom row).
const AmpEnvelope e = gateEnv();
const Rect a = wideArea();
EnvClampBounds b;
NodeHit h = nodeAtPoint(e, a, kTotal, a.left + 575, a.bottom - 1);
CHECK(h.hit && h.node == EnvNode::ReleaseEnd);
// Dragging it RIGHT lengthens the release at the gate timed scale; only release changes.
AmpEnvelope out = resolveNodeDrag(e, EnvNode::ReleaseEnd, a, kTotal, b, 85, 0);
CHECK(near(out.releaseSeconds, 0.4 + 85.0 * kGateSecPerPx));
CHECK(near(out.sustainLevel, e.sustainLevel));
CHECK(near(out.decaySeconds, e.decaySeconds));
// Far LEFT clamps to 0; far RIGHT clamps to the slider max.
AmpEnvelope lo = resolveNodeDrag(e, EnvNode::ReleaseEnd, a, kTotal, b, -2000, 0);
CHECK(near(lo.releaseSeconds, 0.0));
AmpEnvelope hi = resolveNodeDrag(e, EnvNode::ReleaseEnd, a, kTotal, b, 5000, 0);
CHECK(near(hi.releaseSeconds, b.maxReleaseSeconds));
}
// --- resolveNodeDrag Trigger --------------------------------------------------
static void testTriggerFadeInIsFractionOfPlaySpan() {
@@ -188,6 +233,28 @@ static void testTriggerFadeOutMovesOppositePixelDelta() {
CHECK(near(out.fadeInFraction, e.fadeInFraction));
}
static void testTriggerZeroFadeOutGrabbableAtRightEdge() {
// The FA2 fix: at fade-out == 0 and full length, FadeOutStart draws AT the right edge
// (right-1, level 1). It must be grabbable there and draggable INWARD to grow the fade from
// zero (drag LEFT -> longer fade-out, opposite the pixel delta).
AmpEnvelope e;
e.mode = EnvMode::Trigger;
e.lengthFraction = 1.0; // played span = full 2.0s -> 1000px
e.fadeInFraction = 0.1;
e.fadeOutFraction = 0.0;
const Rect a = wideArea();
EnvClampBounds b;
NodeHit h = nodeAtPoint(e, a, kTotal, a.right - 1, a.top);
CHECK(h.hit && h.node == EnvNode::FadeOutStart);
// -100px = -0.2s on the 2.0s played span, applied OPPOSITE -> fadeOut 0.0 -> 0.1.
AmpEnvelope out = resolveNodeDrag(e, EnvNode::FadeOutStart, a, kTotal, b, -100, 0);
CHECK(near(out.fadeOutFraction, 0.1));
CHECK(near(out.lengthFraction, e.lengthFraction)); // length untouched
// LengthEnd sits at the same x but level 0 (bottom row) — grabbable at ITS drawn point.
NodeHit le = nodeAtPoint(e, a, kTotal, a.right - 1, a.bottom - 1);
CHECK(le.hit && le.node == EnvNode::LengthEnd);
}
static void testTriggerLengthClampsAtMax() {
const AmpEnvelope e = triggerEnv(); // length 0.5
const Rect a = wideArea();
@@ -226,6 +293,8 @@ int main() {
testHitGrabsDrawnHandle();
testHitMissesOffEveryNode();
testHitSkipsNonDraggableAnchors();
testHitNearestNodeWinsOverDrawOrder();
testHitCoincidentNodesTieToEarlierDrawOrder();
testGateAttackDragMovesOnlyAttack();
testGateTimeLowerClampAtZero();
@@ -233,10 +302,12 @@ int main() {
testGateSustainNodeBothAxes();
testGateSustainLevelClamps01();
testGateTimeOnlyNodeIgnoresY();
testGateReleaseEndGrabAndDrag();
testTriggerFadeInIsFractionOfPlaySpan();
testTriggerFadesCannotCross();
testTriggerFadeOutMovesOppositePixelDelta();
testTriggerZeroFadeOutGrabbableAtRightEdge();
testTriggerLengthClampsAtMax();
testNonDraggableNodeNoMotion();