252 lines
14 KiB
C++
252 lines
14 KiB
C++
// Standalone tests for reasampler::theme — no REAPER, no LICE, no test framework. Same
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// fast assert loop as the sibling pure tests.
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//
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// The load-bearing test: EVERY text-on-surface pair the kit actually draws clears its WCAG
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// floor (AA 4.5:1 body / 3:1 large + state indicators) — the "punch to the floor, not past
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// it" rule made testable (brief §1, CONTEXT.md §palette). Plus: the direction constants are
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// the single point of change (structural — roleColor is the only color source), the
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// interaction-state transform behaves, the WCAG math is correct against known anchors, and
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// the Direction C spectral ramp interpolates its endpoints.
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#include "../src/theme.h"
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <initializer_list>
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using namespace reasampler;
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static int g_fail = 0;
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#define CHECK(cond) do { if(!(cond)) { \
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std::printf("FAIL line %d: %s\n", __LINE__, #cond); ++g_fail; } } while(0)
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// --- WCAG math against known anchors ------------------------------------------
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static void testContrastKnownAnchors() {
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const KitColor white{255, 255, 255, 255};
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const KitColor black{0, 0, 0, 255};
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// Black-on-white is the canonical 21:1.
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CHECK(std::fabs(contrastRatio(white, black) - 21.0) < 0.05);
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// Contrast is symmetric (order-independent).
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CHECK(std::fabs(contrastRatio(white, black) - contrastRatio(black, white)) < 1e-9);
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// A color against itself is 1:1 (no contrast).
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CHECK(std::fabs(contrastRatio(white, white) - 1.0) < 1e-9);
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// Luminance ordering: white brightest, black darkest.
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CHECK(relativeLuminance(white) > relativeLuminance(black));
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CHECK(std::fabs(relativeLuminance(black)) < 1e-9);
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CHECK(std::fabs(relativeLuminance(white) - 1.0) < 1e-9);
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}
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// --- THE load-bearing test: every drawn text-on-surface pair clears its floor -
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// The surfaces text lands on (DS-2 revised REAPER-grey elevation stack).
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static void testTextPrimaryClearsBodyFloorOnSurfaces() {
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const KitColor tp = roleColor(Role::TextPrimary);
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// Primary text is body text -> 4.5:1 on every surface it is drawn on.
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CHECK(contrastRatio(tp, roleColor(Role::BgBase)) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(tp, roleColor(Role::BgPanel)) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(tp, roleColor(Role::BgCell)) >= textFloor(TextClass::Body));
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}
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static void testTextDimClearsItsFloorOnSurfaces() {
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const KitColor td = roleColor(Role::TextDim);
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// DS-2 revised (grey re-read): text/dim is used for keybinding sub-labels / units on
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// the mid-grey surfaces, and mid-grey-on-mid-grey is the classic AA failure. It is
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// LOCKED to the lightest grey that still reads dim while clearing AA 4.5:1 BODY on the
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// GREYEST surface it draws body text on (bg/cell). This is the load-bearing check: the
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// spec-start #a0a0a0 is UNDER floor on grey by design — the value was lifted until this
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// passes. Body floor on all three surfaces (bg/cell is the tight one).
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CHECK(contrastRatio(td, roleColor(Role::BgBase)) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(td, roleColor(Role::BgPanel)) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(td, roleColor(Role::BgCell)) >= textFloor(TextClass::Body));
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}
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static void testAccentsClearIndicatorFloorOnCell() {
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// DS-2 revised (grey re-read): each of the three pastel accents is used as a state
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// indicator / active fill on bg/cell (selection border, active segment, active tab).
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// The greyer surface shrank the cushion from ~15:1 (near-black) to ~6-7:1 (grey), so
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// this is re-verified on bg/cell (NOT the old near-black) at the 3:1 large/indicator
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// floor. If any pastel dropped below, the fix is to nudge that hue deeper (hue stays
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// lime/teal/purple) — the value the test locks proves it did not need it here.
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for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary,
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Role::AccentHot}) {
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CHECK(contrastRatio(roleColor(a), roleColor(Role::BgCell))
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>= textFloor(TextClass::Large));
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}
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// The primary accent also leads the mode-switch/tab active fill drawn over bg/base.
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CHECK(contrastRatio(roleColor(Role::AccentPrimary), roleColor(Role::BgBase))
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>= textFloor(TextClass::Large));
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// bank_panel draws categorical accents as text on bg/panel (region-title band):
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// AccentSecondary/Tertiary as region-title text; AccentPrimary as the "Active:" readout.
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// Verify all three clear the 3:1 large/indicator floor on bg/panel (the ACTUAL draw surface).
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for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary}) {
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CHECK(contrastRatio(roleColor(a), roleColor(Role::BgPanel))
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>= textFloor(TextClass::Large));
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}
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}
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// Text drawn ON a pastel accent fill (retained tight pair, re-verified for the pastels):
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// active buttons/segments/tabs fill with the primary accent and draw their label in
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// bg/base (near-black-ish grey). That near-black-on-pastel pair must clear AA 4.5:1 body,
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// or active controls would be unreadable. Verified for EACH pastel that can be a text fill.
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static void testTextOnPastelFillClearsBodyFloor() {
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const KitColor label = roleColor(Role::BgBase); // what drawButton/drawListRow use
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for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary}) {
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CHECK(contrastRatio(label, roleColor(a)) >= textFloor(TextClass::Body));
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}
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}
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// Secondary and tertiary are the CATEGORICAL pair (region titles, spectral bands). They
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// must read as DISTINCT categories, not two greys. Two pastels can be near-equal in
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// LUMINANCE yet clearly distinct in HUE (teal vs purple differ mainly by channel balance,
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// not brightness) — so distinguishability is a hue-separation check, not a luminance-
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// contrast one. Assert a meaningful per-channel difference: teal is green/blue-leaning,
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// purple is red/blue-leaning, so their channel BALANCE diverges substantially.
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static void testSecondaryTertiaryAreDistinguishable() {
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const KitColor sec = roleColor(Role::AccentSecondary); // teal: G,B high, R low
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const KitColor ter = roleColor(Role::AccentTertiary); // purple: R,B high, G lower
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CHECK(!(sec == ter));
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CHECK(!(roleColor(Role::AccentPrimary) == sec));
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// Hue divergence: teal's green dominates its red; purple's red dominates its green.
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// A muddying that collapsed them toward a common grey would break this ordering.
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CHECK(sec.g > sec.r); // teal leans green over red
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CHECK(ter.r > ter.g); // purple leans red over green
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// And the total channel-balance gap is large (sum of absolute channel deltas), so the
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// two are far apart in color space even though close in luminance.
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const int delta = std::abs(int(sec.r) - int(ter.r)) +
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std::abs(int(sec.g) - int(ter.g)) +
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std::abs(int(sec.b) - int(ter.b));
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CHECK(delta >= 60);
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}
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static void testWarnClearsStateFloorOnBackground() {
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// warn (destructive) must be unmistakable -> clears the state floor on the base.
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CHECK(contrastRatio(roleColor(Role::Warn), roleColor(Role::BgBase))
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>= textFloor(TextClass::Large));
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}
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// Label drawn on an ACTIVE (accent-filled) surface: the shell draws it in bg/base. That
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// pairing must also clear the body floor, or active buttons would be unreadable.
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static void testLabelOnActiveSurfaceClearsFloor() {
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const KitColor activeFill = roleColorState(Role::BgCell, InteractionState::Active);
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const KitColor labelOnActive = roleColor(Role::BgBase); // what drawButton uses
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CHECK(contrastRatio(labelOnActive, activeFill) >= textFloor(TextClass::Body));
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}
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// Text drawn on a HOVER-state surface (Phase L, L3): the VST editor + embed restyle lights
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// hover on inactive segments/tabs/cards by lightening bg/cell toward accent/hot (~10%).
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// Lightening the surface REDUCES contrast against light text, so re-verify the pairs on the
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// hover surface, not just on rest bg/cell. (A distinct drawn pair the L3 shells introduce,
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// not covered by the rest-surface tests above.)
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// - text/PRIMARY (card name, segment/tab labels) is BODY -> must clear AA 4.5:1 even hovered.
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// - text/DIM is used ONLY as a compact UI LABEL on a hoverable surface (the card's root/key
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// BADGE — the one dim-on-hover pair the restyle draws), so it clears at the 3:1 large/
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// UI-label floor, per §2.1's "confine dim to large/UI-label use where the 3:1 floor
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// applies." A lightened surface pulls a mid-grey dim toward the body floor; the badge is
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// deliberately a label, not body, so 3:1 is the correct floor and this locks it there.
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static void testTextOnHoverSurfaceClearsFloor() {
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const KitColor hover = roleColorState(Role::BgCell, InteractionState::Hover);
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CHECK(contrastRatio(roleColor(Role::TextPrimary), hover) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(roleColor(Role::TextDim), hover) >= textFloor(TextClass::Large));
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}
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// --- Single point of change (structural guarantee) ----------------------------
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//
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// roleColor is the ONLY color source; there is no other public accessor that yields a
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// palette color, so re-picking the direction is editing the one constants block roleColor
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// reads. We assert the roles are DISTINCT (the block actually differentiates them — a
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// collapsed/duplicated palette would betray a broken edit) and that the elevation stack
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// is monotonic (base darkest -> cell lightest), the invariant the direction must preserve.
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static void testRolesAreDistinctAndElevationMonotonic() {
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CHECK(!(roleColor(Role::BgBase) == roleColor(Role::BgPanel)));
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CHECK(!(roleColor(Role::BgPanel) == roleColor(Role::BgCell)));
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CHECK(!(roleColor(Role::TextPrimary) == roleColor(Role::TextDim)));
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CHECK(!(roleColor(Role::AccentPrimary) == roleColor(Role::Warn)));
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// Elevation reads as increasing luminance base < panel < cell.
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CHECK(relativeLuminance(roleColor(Role::BgBase)) <
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relativeLuminance(roleColor(Role::BgPanel)));
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CHECK(relativeLuminance(roleColor(Role::BgPanel)) <
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relativeLuminance(roleColor(Role::BgCell)));
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// Primary text is brighter than dim text (the type hierarchy).
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CHECK(relativeLuminance(roleColor(Role::TextPrimary)) >
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relativeLuminance(roleColor(Role::TextDim)));
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}
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// --- Interaction-state transform ----------------------------------------------
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static void testStateRestIsIdentity() {
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for (Role r : {Role::BgBase, Role::BgPanel, Role::BgCell, Role::AccentPrimary}) {
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CHECK(roleColorState(r, InteractionState::Rest) == roleColor(r));
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}
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}
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static void testHoverLightensPressedDarkens() {
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const KitColor rest = roleColor(Role::BgCell);
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const KitColor hover = roleColorState(Role::BgCell, InteractionState::Hover);
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const KitColor pressed = roleColorState(Role::BgCell, InteractionState::Pressed);
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// Hover lightens toward the hot accent; pressed darkens.
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CHECK(relativeLuminance(hover) > relativeLuminance(rest));
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CHECK(relativeLuminance(pressed) < relativeLuminance(rest));
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}
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static void testActiveIsPrimaryAccent() {
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// DS-2 revised: the Active state is ALWAYS the primary accent ("what's live" leads).
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CHECK(roleColorState(Role::BgCell, InteractionState::Active)
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== roleColor(Role::AccentPrimary));
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}
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static void testDisabledDropsAlphaAndDesaturates() {
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const KitColor rest = roleColor(Role::AccentPrimary);
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const KitColor dis = roleColorState(Role::AccentPrimary, InteractionState::Disabled);
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// Alpha drops to ~40%.
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CHECK(dis.a < rest.a);
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CHECK(dis.a >= 90 && dis.a <= 110); // 255 * 0.4 ~= 102
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}
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// --- Direction C spectral ramp ------------------------------------------------
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static void testSpectralIsPastelRampAnchoredOnAccents() {
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// DS-2 revised Direction C: the spectral ramp is a PASTEL sweep anchored on the three
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// accents — lime (low) -> teal (mid) -> purple (high) — NOT the old neon cool->hot.
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const KitColor lo = spectralColor(0.0);
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const KitColor mid = spectralColor(0.5);
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const KitColor hi = spectralColor(1.0);
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// The three stops ARE the three accent constants (single source — the strip belongs to
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// the accent system). This is the load-bearing identity of the pastel ramp.
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CHECK(lo == roleColor(Role::AccentPrimary)); // low = pastel lime
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CHECK(mid == roleColor(Role::AccentSecondary)); // mid = pastel teal
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CHECK(hi == roleColor(Role::AccentTertiary)); // high = pastel purple
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// Low is lime (green-dominant); high is purple (red+blue over green) — distinct hues.
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CHECK(lo.g > lo.r && lo.g > lo.b);
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CHECK(hi.b > hi.g && hi.r > hi.g);
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// A quarter-point interpolates within the lime->teal half (not off the family).
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const KitColor q = spectralColor(0.25);
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CHECK(q.b > lo.b && q.b < mid.b); // blue rises lime -> teal
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// Clamps out of range to the endpoints.
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CHECK(spectralColor(-1.0) == lo);
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CHECK(spectralColor(2.0) == hi);
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}
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int main() {
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testContrastKnownAnchors();
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testTextPrimaryClearsBodyFloorOnSurfaces();
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testTextDimClearsItsFloorOnSurfaces();
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testAccentsClearIndicatorFloorOnCell();
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testTextOnPastelFillClearsBodyFloor();
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testTextOnHoverSurfaceClearsFloor();
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testSecondaryTertiaryAreDistinguishable();
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testWarnClearsStateFloorOnBackground();
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testLabelOnActiveSurfaceClearsFloor();
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testRolesAreDistinctAndElevationMonotonic();
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testStateRestIsIdentity();
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testHoverLightensPressedDarkens();
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testActiveIsPrimaryAccent();
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testDisabledDropsAlphaAndDesaturates();
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testSpectralIsPastelRampAnchoredOnAccents();
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if (g_fail == 0) std::printf("theme: all tests passed\n");
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else std::printf("theme: %d CHECK(s) FAILED\n", g_fail);
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return g_fail == 0 ? 0 : 1;
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}
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