320 lines
14 KiB
C++
320 lines
14 KiB
C++
// Standalone tests for reasampler::vst::envelope_edit — no VST3, no REAPER, no framework.
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// Same fast assert loop as the sibling pure tests. Assert the S-VIEW-3 draggable-node INVERSE
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// map: node hit-test + pixel-delta -> clamped/monotonic param set, HARD at the clamp + monotonic
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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; 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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#include <cmath>
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#include <cstdio>
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using namespace reasampler::vst;
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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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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. 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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e.mode = EnvMode::Gate;
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e.attackSeconds = 0.2;
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e.holdSeconds = 0.1;
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e.decaySeconds = 0.3;
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e.sustainLevel = 0.5;
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e.releaseSeconds = 0.4;
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return e;
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}
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static AmpEnvelope triggerEnv() {
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AmpEnvelope e;
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e.mode = EnvMode::Trigger;
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e.lengthFraction = 0.5; // played span 1.0s -> 500px
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e.fadeInFraction = 0.2;
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e.fadeOutFraction = 0.2;
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return e;
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}
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// --- nodeAtPoint --------------------------------------------------------------
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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+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+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 (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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static void testHitSkipsNonDraggableAnchors() {
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const AmpEnvelope e = gateEnv();
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const Rect a = wideArea();
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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 (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 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, 0.2 + 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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CHECK(near(out.releaseSeconds, e.releaseSeconds));
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}
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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 ~= -1.18s 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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static void testGateTimeUpperClampAtSliderMax() {
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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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b.maxDecaySeconds = 1.0; // the shell's decay slider tops out at 1.0s
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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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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 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, 0.3 + 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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static void testGateSustainLevelClamps01() {
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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 sustain UP hard (dy very negative): clamps to 1.0.
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AmpEnvelope up = resolveNodeDrag(e, EnvNode::DecayEnd, a, kTotal, b, 0, -10000);
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CHECK(near(up.sustainLevel, 1.0));
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// Drag sustain DOWN hard (dy very positive): clamps to 0.0.
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AmpEnvelope dn = resolveNodeDrag(e, EnvNode::DecayEnd, a, kTotal, b, 0, 10000);
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CHECK(near(dn.sustainLevel, 0.0));
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}
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static void testGateTimeOnlyNodeIgnoresY() {
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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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// HoldEnd is time-only: a big Y delta must NOT change any level (there is no level to change).
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AmpEnvelope out = resolveNodeDrag(e, EnvNode::HoldEnd, a, kTotal, b, 0, 500);
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CHECK(near(out.holdSeconds, e.holdSeconds)); // dx 0 -> no time change either
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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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const AmpEnvelope e = triggerEnv(); // played span 1.0s -> 500px
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const Rect a = wideArea();
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EnvClampBounds b;
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// +50px = +0.1s on the play timeline = +0.1/1.0 = +0.1 fraction. fadeIn 0.2 -> 0.3.
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AmpEnvelope out = resolveNodeDrag(e, EnvNode::FadeInEnd, a, kTotal, b, 50, 0);
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CHECK(near(out.fadeInFraction, 0.3));
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CHECK(near(out.fadeOutFraction, e.fadeOutFraction)); // unchanged
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}
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static void testTriggerFadesCannotCross() {
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AmpEnvelope e = triggerEnv();
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e.fadeInFraction = 0.5;
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e.fadeOutFraction = 0.3; // sum 0.8, room 0.2 before they'd cross
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const Rect a = wideArea();
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EnvClampBounds b;
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// Drag fade-in far RIGHT (+2000px): would push fadeIn well past 1-fadeOut=0.7, but the mutual
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// clamp caps it at 0.7 so the fade nodes never cross (monotonic on the play timeline).
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AmpEnvelope out = resolveNodeDrag(e, EnvNode::FadeInEnd, a, kTotal, b, 2000, 0);
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CHECK(near(out.fadeInFraction, 0.7));
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CHECK(near(out.fadeOutFraction, 0.3));
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}
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static void testTriggerFadeOutMovesOppositePixelDelta() {
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const AmpEnvelope e = triggerEnv(); // fadeOut 0.2, play span 1.0s -> 500px
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const Rect a = wideArea();
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EnvClampBounds b;
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// FadeOutStart sits at (1-fadeOut) of the span; dragging it LEFT (-50px) LENGTHENS the fade-out.
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// -50px = -0.1s = -0.1 fraction on the span, applied OPPOSITE -> fadeOut 0.2 -> 0.3.
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AmpEnvelope out = resolveNodeDrag(e, EnvNode::FadeOutStart, a, kTotal, b, -50, 0);
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CHECK(near(out.fadeOutFraction, 0.3));
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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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EnvClampBounds b; // maxLengthFraction 1.0
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// LengthEnd maps to a fraction of the WHOLE sample: +2000px = +4.0s = +2.0 fraction, clamps 1.0.
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AmpEnvelope out = resolveNodeDrag(e, EnvNode::LengthEnd, a, kTotal, b, 2000, 0);
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CHECK(near(out.lengthFraction, 1.0));
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// Drag far LEFT clamps to 0.
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AmpEnvelope lo = resolveNodeDrag(e, EnvNode::LengthEnd, a, kTotal, b, -2000, 0);
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CHECK(near(lo.lengthFraction, 0.0));
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}
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// --- No-motion guards ---------------------------------------------------------
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static void testNonDraggableNodeNoMotion() {
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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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AmpEnvelope o = resolveNodeDrag(e, EnvNode::Origin, a, kTotal, b, 500, 500);
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CHECK(near(o.attackSeconds, e.attackSeconds) && near(o.sustainLevel, e.sustainLevel));
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AmpEnvelope rs = resolveNodeDrag(e, EnvNode::ReleaseStart, a, kTotal, b, 500, 500);
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CHECK(near(rs.releaseSeconds, e.releaseSeconds));
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}
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static void testDegenerateAreaNoMotion() {
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const AmpEnvelope e = gateEnv();
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EnvClampBounds b;
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const Rect zeroW = Rect{0, 0, 0, 100};
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AmpEnvelope o1 = resolveNodeDrag(e, EnvNode::AttackEnd, zeroW, kTotal, b, 500, 0);
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CHECK(near(o1.attackSeconds, e.attackSeconds));
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AmpEnvelope o2 = resolveNodeDrag(e, EnvNode::AttackEnd, wideArea(), 0.0, b, 500, 0); // no time
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CHECK(near(o2.attackSeconds, e.attackSeconds));
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}
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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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testGateTimeUpperClampAtSliderMax();
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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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testDegenerateAreaNoMotion();
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if (g_fail == 0) std::printf("envelope_edit: all tests passed\n");
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else std::printf("envelope_edit: %d FAILED\n", g_fail);
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return g_fail == 0 ? 0 : 1;
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}
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