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