// 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/core/ui/theme.h" #include #include #include #include using namespace reasampler; using namespace reasampler::ui; 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 (DS-2 revised REAPER-grey 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); // DS-2 revised (grey re-read): text/dim is used for keybinding sub-labels / units on // the mid-grey surfaces, and mid-grey-on-mid-grey is the classic AA failure. It is // LOCKED to the lightest grey that still reads dim while clearing AA 4.5:1 BODY on the // GREYEST surface it draws body text on (bg/cell). This is the load-bearing check: the // spec-start #a0a0a0 is UNDER floor on grey by design — the value was lifted until this // passes. Body floor on all three surfaces (bg/cell is the tight one). CHECK(contrastRatio(td, roleColor(Role::BgBase)) >= textFloor(TextClass::Body)); CHECK(contrastRatio(td, roleColor(Role::BgPanel)) >= textFloor(TextClass::Body)); CHECK(contrastRatio(td, roleColor(Role::BgCell)) >= textFloor(TextClass::Body)); } static void testAccentsClearIndicatorFloorOnCell() { // Each accent is used as a state indicator / active fill on bg/cell (selection border, // active segment, active tab). The move to REAPER grey shrank the cushion from ~15:1 on // near-black to 3.9:1 (secondary) - 8.7:1 (hot), so the floor is verified on bg/cell, NOT // the old near-black. If a pastel drops below, nudge that hue deeper; hue stays // lime/teal/purple. for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary, Role::AccentHot}) { CHECK(contrastRatio(roleColor(a), roleColor(Role::BgCell)) >= textFloor(TextClass::Large)); } // The primary accent also leads the mode-switch/tab active fill drawn over bg/base. CHECK(contrastRatio(roleColor(Role::AccentPrimary), roleColor(Role::BgBase)) >= textFloor(TextClass::Large)); } // The docked panel's region-title band: secondary/tertiary as the title itself, primary as the // "Active:" readout beside it, all on bg/panel. The titles clear the 3:1 indicator floor and // NOT the 4.5:1 body floor (secondary sits at 4.38:1), so they are drawn in Font::RegionTitle — // 19px bold, which is what ENTITLES them to the large-text floor. draw_kit.cpp static_asserts // those metrics against theme's thresholds; that assert and this pair are one guard in two // halves, and removing either re-opens the AA failure that 15px semibold hid. static void testRegionTitleAccentsClearLargeFloorOnPanel() { for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary}) { CHECK(contrastRatio(roleColor(a), roleColor(Role::BgPanel)) >= textFloor(TextClass::Large)); } // Tighter pin at the measured value, so drift is caught before it reaches the floor. CHECK(contrastRatio(roleColor(Role::AccentSecondary), roleColor(Role::BgPanel)) >= 4.3); } // Text drawn ON a pastel accent fill (retained tight pair, re-verified for the pastels): // active buttons/segments/tabs fill with the primary accent and draw their label in // bg/base (near-black-ish grey). That near-black-on-pastel pair must clear AA 4.5:1 body, // or active controls would be unreadable. Verified for EACH pastel that can be a text fill. static void testTextOnPastelFillClearsBodyFloor() { const KitColor label = roleColor(Role::BgBase); // what drawButton/drawListRow use for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary}) { CHECK(contrastRatio(label, roleColor(a)) >= textFloor(TextClass::Body)); } } // Secondary and tertiary are the CATEGORICAL pair (region titles, spectral bands). They // must read as DISTINCT categories, not two greys. Two pastels can be near-equal in // LUMINANCE yet clearly distinct in HUE (teal vs purple differ mainly by channel balance, // not brightness) — so distinguishability is a hue-separation check, not a luminance- // contrast one. Assert a meaningful per-channel difference: teal is green/blue-leaning, // purple is red/blue-leaning, so their channel BALANCE diverges substantially. static void testSecondaryTertiaryAreDistinguishable() { const KitColor sec = roleColor(Role::AccentSecondary); // teal: G,B high, R low const KitColor ter = roleColor(Role::AccentTertiary); // purple: R,B high, G lower CHECK(!(sec == ter)); CHECK(!(roleColor(Role::AccentPrimary) == sec)); // Hue divergence: teal's green dominates its red; purple's red dominates its green. // A muddying that collapsed them toward a common grey would break this ordering. CHECK(sec.g > sec.r); // teal leans green over red CHECK(ter.r > ter.g); // purple leans red over green // And the total channel-balance gap is large (sum of absolute channel deltas), so the // two are far apart in color space even though close in luminance. const int delta = std::abs(int(sec.r) - int(ter.r)) + std::abs(int(sec.g) - int(ter.g)) + std::abs(int(sec.b) - int(ter.b)); CHECK(delta >= 60); } // The envelope overlay is traced OVER the waveform, which draws in the primary accent — an // accent-on-accent pair no surface floor covers, since neither is a surface. Every categorical // accent is light enough to sit under 2:1 against the lime, so pointing the trace back at one // fails here. static void testOverlayTraceClearsIndicatorFloorOnTheWaveform() { CHECK(contrastRatio(roleColor(Role::OverlayTrace), roleColor(Role::AccentPrimary)) >= textFloor(TextClass::Large)); } // The trace's own surface floor, on the bg/base the waveform band fills with. This pair does // double duty: the GRABBED envelope handle is an overlay/trace ring around a bg/base core, so // the same number is also that mark's internal ring-vs-core contrast. static void testOverlayTraceClearsFloorOnItsDrawSurface() { CHECK(contrastRatio(roleColor(Role::OverlayTrace), roleColor(Role::BgBase)) >= textFloor(TextClass::Large)); } // The velocity-curve trace is drawn in accent/secondary over a HOVER-lightened bg/cell (the // chrome band's mini preview button). Hover lightens the surface toward accent/hot, closing on // the deep teal from below: 3.03:1 against a 3:1 floor — the thinnest margin in the tree, and // the true binding limiter on how dark accent/secondary may go. No rest-surface check sees it. static void testCurveTraceOnHoverSurfaceClearsFloor() { CHECK(contrastRatio(roleColor(Role::AccentSecondary), roleColorState(Role::BgCell, InteractionState::Hover)) >= textFloor(TextClass::Large)); } // The trace's OTHER two neighbours in the waveform rect, both composited or drawn beneath it. // Enumerating only bg/base under-counted them. // - The loop-span fill: accent/secondary at kLoopSpanFillAlpha over bg/base. The trace over // that composite is 2.25:1 — a KNOWN, ACCEPTED under-floor pair, pinned here as a RANGE so // it is recorded rather than silently believed to clear. The two-neighbour ceiling means no // trace value fixes it (clearing the fill breaks the lime or bg/base pair); if it is ever // resolved, the FILL is what changes, and this assertion is what will fail first. // - drawWaveform's line/hairline zero line, at 1.92:1. Also under floor, and also unfixable // from the trace's side. static void testOverlayTraceAgainstItsRemainingNeighbours() { const KitColor loopFill = compositeOver(roleColor(Role::AccentSecondary), roleColor(Role::BgBase), kLoopSpanFillAlpha); const double onFill = contrastRatio(roleColor(Role::OverlayTrace), loopFill); CHECK(onFill >= 2.2 && onFill < textFloor(TextClass::Large)); const double onZeroLine = contrastRatio(roleColor(Role::OverlayTrace), roleColor(Role::LineHairline)); CHECK(onZeroLine >= 1.9 && onZeroLine < textFloor(TextClass::Large)); } // compositeOver is the arithmetic the pairs above depend on, so anchor it: full alpha is the // overlay, zero alpha is the surface, and the composite of a lighter color over a darker one // lands strictly between the two. static void testCompositeOverAnchors() { const KitColor over = roleColor(Role::AccentSecondary); const KitColor under = roleColor(Role::BgBase); CHECK(compositeOver(over, under, 1.0) == over); CHECK(compositeOver(over, under, 0.0) == under); CHECK(compositeOver(over, under, 5.0) == over); // alpha clamps CHECK(compositeOver(over, under, -1.0) == under); const double mid = relativeLuminance(compositeOver(over, under, 0.5)); CHECK(mid > relativeLuminance(under) && mid < relativeLuminance(over)); } // editor_paint_waveform.cpp draws the loop span/markers and the envelope overlay trace into // the SAME overlay rect, so they must read as two things. Luminance cannot carry that — each is // pinned near its own floor — so the separation is a hue one: teal leans green over red, the // trace violet leans red over green. A palette edit collapsing them onto one role fails here. static void testLoopMarkerAndOverlayTraceAreDistinct() { const KitColor loopMarker = roleColor(Role::AccentSecondary); const KitColor trace = roleColor(Role::OverlayTrace); CHECK(!(loopMarker == trace)); CHECK(loopMarker.g > loopMarker.r); CHECK(trace.r > trace.g); const int delta = std::abs(int(loopMarker.r) - int(trace.r)) + std::abs(int(loopMarker.g) - int(trace.g)) + std::abs(int(loopMarker.b) - int(trace.b)); CHECK(delta >= 60); } // AccentSecondary was darkened from a pastel teal (#84D6D0) to a deep teal (#38A8A0, same // hue/saturation, lower lightness). Locks the re-measured numbers so a future nudge that erodes // past either the 3:1 indicator floor or the AA 4.5:1 text-on-fill floor fails the build. The // binding limiter on going darker is NOT one of these — it is the hover-surface pair above. static void testAccentSecondaryDarkerTealClearsFloors() { const KitColor sec = roleColor(Role::AccentSecondary); CHECK(contrastRatio(sec, roleColor(Role::BgBase)) >= textFloor(TextClass::Large)); CHECK(contrastRatio(sec, roleColor(Role::BgPanel)) >= textFloor(TextClass::Large)); CHECK(contrastRatio(sec, roleColor(Role::BgCell)) >= textFloor(TextClass::Large)); // Tighter pins at the measured values: a regression that darkens secondary further would // clear these before it clears the nominal 3:1/4.5:1 floors above, catching the drift early. CHECK(contrastRatio(sec, roleColor(Role::BgCell)) >= 3.9); CHECK(contrastRatio(roleColor(Role::BgBase), sec) >= 4.9); } 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)); } // Text drawn on a HOVER-state surface (Phase L, L3): the VST editor + embed restyle lights // hover on inactive segments/tabs/cards by lightening bg/cell toward accent/hot (~10%). // Lightening the surface REDUCES contrast against light text, so re-verify the pairs on the // hover surface, not just on rest bg/cell. (A distinct drawn pair the L3 shells introduce, // not covered by the rest-surface tests above.) // - text/PRIMARY (card name, segment/tab labels) is BODY -> must clear AA 4.5:1 even hovered. // - text/DIM is used ONLY as a compact UI LABEL on a hoverable surface (the card's root/key // BADGE — the one dim-on-hover pair the restyle draws), so it clears at the 3:1 large/ // UI-label floor, per §2.1's "confine dim to large/UI-label use where the 3:1 floor // applies." A lightened surface pulls a mid-grey dim toward the body floor; the badge is // deliberately a label, not body, so 3:1 is the correct floor and this locks it there. static void testTextOnHoverSurfaceClearsFloor() { const KitColor hover = roleColorState(Role::BgCell, InteractionState::Hover); CHECK(contrastRatio(roleColor(Role::TextPrimary), hover) >= textFloor(TextClass::Body)); CHECK(contrastRatio(roleColor(Role::TextDim), hover) >= textFloor(TextClass::Large)); } // The card name strip (panel_render.cpp's drawCardName) draws text/primary Micro (10px, BODY // class) over a bg/base scrim at kCardNameScrimAlpha, itself drawn over whatever the waveform // left in that rect. Enumerate both backgrounds a loud/quiet capture can leave there: the // accent-lime fill (a full-scale peak reaching the strip) and bare bg/cell (a quiet capture, // nothing painted that high). Unscrimmed, text/primary reads ~1:1 against the fill — this is // the load-bearing check that the scrim actually fixes it. static void testCardNameScrimClearsBodyFloorOnItsWorstBackground() { const KitColor scrim = roleColor(Role::BgBase); const KitColor onFill = compositeOver(scrim, roleColor(Role::AccentPrimary), kCardNameScrimAlpha); const KitColor onCell = compositeOver(scrim, roleColor(Role::BgCell), kCardNameScrimAlpha); CHECK(contrastRatio(roleColor(Role::TextPrimary), onFill) >= textFloor(TextClass::Body)); CHECK(contrastRatio(roleColor(Role::TextPrimary), onCell) >= textFloor(TextClass::Body)); // Without the scrim, text/primary on the bare accent-lime fill is UNDER floor — pins the // defect the scrim exists to close, so a future removal of the scrim fails this first. CHECK(contrastRatio(roleColor(Role::TextPrimary), roleColor(Role::AccentPrimary)) < 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::AccentPrimary) == 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::AccentPrimary}) { 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 testActiveIsPrimaryAccent() { // DS-2 revised: the Active state is ALWAYS the primary accent ("what's live" leads). CHECK(roleColorState(Role::BgCell, InteractionState::Active) == roleColor(Role::AccentPrimary)); } static void testDisabledDropsAlphaAndDesaturates() { const KitColor rest = roleColor(Role::AccentPrimary); const KitColor dis = roleColorState(Role::AccentPrimary, 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 testSpectralIsPastelRampAnchoredOnAccents() { // DS-2 revised Direction C: the spectral ramp is a PASTEL sweep — lime (low) -> teal (mid) // -> purple (high) — NOT the old neon cool->hot. const KitColor lo = spectralColor(0.0); const KitColor mid = spectralColor(0.5); const KitColor hi = spectralColor(1.0); // The endpoints still ARE the primary/tertiary accent constants. The mid stop is NOT the // secondary accent and must not be re-aliased to it — see the monotonicity test below. CHECK(lo == roleColor(Role::AccentPrimary)); // low = pastel lime CHECK(!(mid == roleColor(Role::AccentSecondary))); CHECK(hi == roleColor(Role::AccentTertiary)); // high = pastel purple // Low is lime (green-dominant); high is purple (red+blue over green) — distinct hues. CHECK(lo.g > lo.r && lo.g > lo.b); CHECK(hi.b > hi.g && hi.r > hi.g); // A quarter-point interpolates within the lime->teal half (not off the family). const KitColor q = spectralColor(0.25); CHECK(q.b > lo.b && q.b < mid.b); // blue rises lime -> teal // Clamps out of range to the endpoints. CHECK(spectralColor(-1.0) == lo); CHECK(spectralColor(2.0) == hi); } // The strip's stops must fall in ONE direction, or position along it stops meaning anything. // Nothing caught this when the mid stop aliased a categorical accent that was later darkened // below the high stop, inverting lo->mid->hi; that is the break this guards. static void testSpectralRampLuminanceIsMonotonic() { const double lo = relativeLuminance(spectralColor(0.0)); const double mid = relativeLuminance(spectralColor(0.5)); const double hi = relativeLuminance(spectralColor(1.0)); CHECK(lo > mid); CHECK(mid > hi); } int main() { testContrastKnownAnchors(); testTextPrimaryClearsBodyFloorOnSurfaces(); testTextDimClearsItsFloorOnSurfaces(); testAccentsClearIndicatorFloorOnCell(); testRegionTitleAccentsClearLargeFloorOnPanel(); testTextOnPastelFillClearsBodyFloor(); testTextOnHoverSurfaceClearsFloor(); testCardNameScrimClearsBodyFloorOnItsWorstBackground(); testCurveTraceOnHoverSurfaceClearsFloor(); testSecondaryTertiaryAreDistinguishable(); testOverlayTraceClearsIndicatorFloorOnTheWaveform(); testOverlayTraceClearsFloorOnItsDrawSurface(); testOverlayTraceAgainstItsRemainingNeighbours(); testCompositeOverAnchors(); testLoopMarkerAndOverlayTraceAreDistinct(); testAccentSecondaryDarkerTealClearsFloors(); testWarnClearsStateFloorOnBackground(); testLabelOnActiveSurfaceClearsFloor(); testRolesAreDistinctAndElevationMonotonic(); testStateRestIsIdentity(); testHoverLightensPressedDarkens(); testActiveIsPrimaryAccent(); testDisabledDropsAlphaAndDesaturates(); testSpectralIsPastelRampAnchoredOnAccents(); testSpectralRampLuminanceIsMonotonic(); 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; }