634 lines
18 KiB
TypeScript
634 lines
18 KiB
TypeScript
import { BoxRenderable, MouseButton, MouseEvent, RGBA, TextAttributes } from "@opentui/core"
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import { For, createMemo, createSignal, onCleanup, type JSX } from "solid-js"
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import { useTheme, tint } from "@tui/context/theme"
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import { Sound } from "@tui/util/sound"
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import { logo } from "@/cli/logo"
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// Shadow markers (rendered chars in parens):
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// _ = full shadow cell (space with bg=shadow)
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// ^ = letter top, shadow bottom (▀ with fg=letter, bg=shadow)
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// ~ = shadow top only (▀ with fg=shadow)
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const GAP = 1
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const WIDTH = 0.76
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const GAIN = 2.3
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const FLASH = 2.15
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const TRAIL = 0.28
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const SWELL = 0.24
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const WIDE = 1.85
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const DRIFT = 1.45
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const EXPAND = 1.62
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const LIFE = 1020
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const CHARGE = 3000
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const HOLD = 90
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const SINK = 40
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const ARC = 2.2
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const FORK = 1.2
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const DIM = 1.04
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const KICK = 0.86
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const LAG = 60
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const SUCK = 0.34
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const SHIMMER_IN = 60
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const SHIMMER_OUT = 2.8
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const TRACE = 0.033
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const TAIL = 1.8
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const TRACE_IN = 200
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const GLOW_OUT = 1600
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const PEAK = RGBA.fromInts(255, 255, 255)
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type Ring = {
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x: number
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y: number
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at: number
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force: number
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kick: number
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}
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type Hold = {
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x: number
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y: number
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at: number
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glyph: number | undefined
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}
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type Release = {
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x: number
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y: number
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at: number
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glyph: number | undefined
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level: number
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rise: number
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}
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type Glow = {
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glyph: number
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at: number
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force: number
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}
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type Frame = {
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t: number
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list: Ring[]
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hold: Hold | undefined
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release: Release | undefined
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glow: Glow | undefined
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spark: number
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}
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const LEFT = logo.left[0]?.length ?? 0
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const FULL = logo.left.map((line, i) => line + " ".repeat(GAP) + logo.right[i])
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const SPAN = Math.hypot(FULL[0]?.length ?? 0, FULL.length * 2) * 0.94
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const NEAR = [
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[1, 0],
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[1, 1],
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[0, 1],
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[-1, 1],
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[-1, 0],
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[-1, -1],
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[0, -1],
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[1, -1],
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] as const
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type Trace = {
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glyph: number
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i: number
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l: number
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}
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function clamp(n: number) {
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return Math.max(0, Math.min(1, n))
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}
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function lerp(a: number, b: number, t: number) {
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return a + (b - a) * clamp(t)
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}
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function ease(t: number) {
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const p = clamp(t)
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return p * p * (3 - 2 * p)
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}
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function push(t: number) {
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const p = clamp(t)
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return ease(p * p)
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}
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function ramp(t: number, start: number, end: number) {
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if (end <= start) return ease(t >= end ? 1 : 0)
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return ease((t - start) / (end - start))
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}
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function glow(base: RGBA, theme: ReturnType<typeof useTheme>["theme"], n: number) {
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const mid = tint(base, theme.primary, 0.84)
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const top = tint(theme.primary, PEAK, 0.96)
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if (n <= 1) return tint(base, mid, Math.min(1, Math.sqrt(Math.max(0, n)) * 1.14))
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return tint(mid, top, Math.min(1, 1 - Math.exp(-2.4 * (n - 1))))
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}
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function shade(base: RGBA, theme: ReturnType<typeof useTheme>["theme"], n: number) {
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if (n >= 0) return glow(base, theme, n)
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return tint(base, theme.background, Math.min(0.82, -n * 0.64))
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}
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function ghost(n: number, scale: number) {
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if (n < 0) return n
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return n * scale
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}
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function noise(x: number, y: number, t: number) {
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const n = Math.sin(x * 12.9898 + y * 78.233 + t * 0.043) * 43758.5453
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return n - Math.floor(n)
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}
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function lit(char: string) {
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return char !== " " && char !== "_" && char !== "~"
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}
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function key(x: number, y: number) {
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return `${x},${y}`
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}
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function route(list: Array<{ x: number; y: number }>) {
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const left = new Map(list.map((item) => [key(item.x, item.y), item]))
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const path: Array<{ x: number; y: number }> = []
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let cur = [...left.values()].sort((a, b) => a.y - b.y || a.x - b.x)[0]
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let dir = { x: 1, y: 0 }
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while (cur) {
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path.push(cur)
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left.delete(key(cur.x, cur.y))
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if (!left.size) return path
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const next = NEAR.map(([dx, dy]) => left.get(key(cur.x + dx, cur.y + dy)))
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.filter((item): item is { x: number; y: number } => !!item)
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.sort((a, b) => {
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const ax = a.x - cur.x
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const ay = a.y - cur.y
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const bx = b.x - cur.x
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const by = b.y - cur.y
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const adot = ax * dir.x + ay * dir.y
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const bdot = bx * dir.x + by * dir.y
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if (adot !== bdot) return bdot - adot
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return Math.abs(ax) + Math.abs(ay) - (Math.abs(bx) + Math.abs(by))
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})[0]
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if (!next) {
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cur = [...left.values()].sort((a, b) => {
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const da = (a.x - cur.x) ** 2 + (a.y - cur.y) ** 2
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const db = (b.x - cur.x) ** 2 + (b.y - cur.y) ** 2
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return da - db
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})[0]
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dir = { x: 1, y: 0 }
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continue
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}
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dir = { x: next.x - cur.x, y: next.y - cur.y }
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cur = next
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}
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return path
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}
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function mapGlyphs() {
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const cells = [] as Array<{ x: number; y: number }>
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for (let y = 0; y < FULL.length; y++) {
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for (let x = 0; x < (FULL[y]?.length ?? 0); x++) {
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if (lit(FULL[y]?.[x] ?? " ")) cells.push({ x, y })
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}
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}
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const all = new Map(cells.map((item) => [key(item.x, item.y), item]))
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const seen = new Set<string>()
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const glyph = new Map<string, number>()
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const trace = new Map<string, Trace>()
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const center = new Map<number, { x: number; y: number }>()
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let id = 0
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for (const item of cells) {
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const start = key(item.x, item.y)
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if (seen.has(start)) continue
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const stack = [item]
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const part = [] as Array<{ x: number; y: number }>
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seen.add(start)
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while (stack.length) {
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const cur = stack.pop()!
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part.push(cur)
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glyph.set(key(cur.x, cur.y), id)
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for (const [dx, dy] of NEAR) {
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const next = all.get(key(cur.x + dx, cur.y + dy))
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if (!next) continue
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const mark = key(next.x, next.y)
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if (seen.has(mark)) continue
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seen.add(mark)
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stack.push(next)
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}
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}
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const path = route(part)
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path.forEach((cell, i) => trace.set(key(cell.x, cell.y), { glyph: id, i, l: path.length }))
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center.set(id, {
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x: part.reduce((sum, item) => sum + item.x, 0) / part.length + 0.5,
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y: (part.reduce((sum, item) => sum + item.y, 0) / part.length) * 2 + 1,
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})
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id++
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}
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return { glyph, trace, center }
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}
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const MAP = mapGlyphs()
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function shimmer(x: number, y: number, frame: Frame) {
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return frame.list.reduce((best, item) => {
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const age = frame.t - item.at
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if (age < SHIMMER_IN || age > LIFE) return best
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const dx = x + 0.5 - item.x
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const dy = y * 2 + 1 - item.y
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const dist = Math.hypot(dx, dy)
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const p = age / LIFE
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const r = SPAN * (1 - (1 - p) ** EXPAND)
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const lag = r - dist
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if (lag < 0.18 || lag > SHIMMER_OUT) return best
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const band = Math.exp(-(((lag - 1.05) / 0.68) ** 2))
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const wobble = 0.5 + 0.5 * Math.sin(frame.t * 0.035 + x * 0.9 + y * 1.7)
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const n = band * wobble * (1 - p) ** 1.45
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if (n > best) return n
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return best
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}, 0)
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}
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function remain(x: number, y: number, item: Release, t: number) {
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const age = t - item.at
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if (age < 0 || age > LIFE) return 0
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const p = age / LIFE
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const dx = x + 0.5 - item.x - 0.5
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const dy = y * 2 + 1 - item.y * 2 - 1
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const dist = Math.hypot(dx, dy)
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const r = SPAN * (1 - (1 - p) ** EXPAND)
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if (dist > r) return 1
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return clamp((r - dist) / 1.35 < 1 ? 1 - (r - dist) / 1.35 : 0)
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}
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function wave(x: number, y: number, frame: Frame, live: boolean) {
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return frame.list.reduce((sum, item) => {
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const age = frame.t - item.at
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if (age < 0 || age > LIFE) return sum
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const p = age / LIFE
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const dx = x + 0.5 - item.x
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const dy = y * 2 + 1 - item.y
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const dist = Math.hypot(dx, dy)
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const r = SPAN * (1 - (1 - p) ** EXPAND)
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const fade = (1 - p) ** 1.32
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const j = 1.02 + noise(x + item.x * 0.7, y + item.y * 0.7, item.at * 0.002 + age * 0.06) * 0.52
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const edge = Math.exp(-(((dist - r) / WIDTH) ** 2)) * GAIN * fade * item.force * j
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const swell = Math.exp(-(((dist - Math.max(0, r - DRIFT)) / WIDE) ** 2)) * SWELL * fade * item.force
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const trail = dist < r ? Math.exp(-(r - dist) / 2.4) * TRAIL * fade * item.force * lerp(0.92, 1.22, j) : 0
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const flash = Math.exp(-(dist * dist) / 3.2) * FLASH * item.force * Math.max(0, 1 - age / 140) * lerp(0.95, 1.18, j)
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const kick = Math.exp(-(dist * dist) / 2) * item.kick * Math.max(0, 1 - age / 100)
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const suck = Math.exp(-(((dist - 1.25) / 0.75) ** 2)) * item.kick * SUCK * Math.max(0, 1 - age / 110)
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const wake = live && dist < r ? Math.exp(-(r - dist) / 1.25) * 0.32 * fade : 0
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return sum + edge + swell + trail + flash + wake - kick - suck
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}, 0)
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}
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function field(x: number, y: number, frame: Frame) {
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const held = frame.hold
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const rest = frame.release
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const item = held ?? rest
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if (!item) return 0
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const rise = held ? ramp(frame.t - held.at, HOLD, CHARGE) : rest!.rise
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const level = held ? push(rise) : rest!.level
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const body = rise
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const storm = level * level
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const sink = held ? ramp(frame.t - held.at, SINK, CHARGE) : rest!.rise
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const dx = x + 0.5 - item.x - 0.5
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const dy = y * 2 + 1 - item.y * 2 - 1
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const dist = Math.hypot(dx, dy)
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const angle = Math.atan2(dy, dx)
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const spin = frame.t * lerp(0.008, 0.018, storm)
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const dim = lerp(0, DIM, sink) * lerp(0.99, 1.01, 0.5 + 0.5 * Math.sin(frame.t * 0.014))
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const core = Math.exp(-(dist * dist) / Math.max(0.22, lerp(0.22, 3.2, body))) * lerp(0.42, 2.45, body)
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const shell =
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Math.exp(-(((dist - lerp(0.16, 2.05, body)) / Math.max(0.18, lerp(0.18, 0.82, body))) ** 2)) * lerp(0.1, 0.95, body)
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const ember =
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Math.exp(-(((dist - lerp(0.45, 2.65, body)) / Math.max(0.14, lerp(0.14, 0.62, body))) ** 2)) *
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lerp(0.02, 0.78, body)
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const arc = Math.max(0, Math.cos(angle * 3 - spin + frame.spark * 2.2)) ** 8
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const seam = Math.max(0, Math.cos(angle * 5 + spin * 1.55)) ** 12
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const ring = Math.exp(-(((dist - lerp(1.05, 3, level)) / 0.48) ** 2)) * arc * lerp(0.03, 0.5 + ARC, storm)
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const fork = Math.exp(-(((dist - (1.55 + storm * 2.1)) / 0.36) ** 2)) * seam * storm * FORK
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const spark = Math.max(0, noise(x, y, frame.t) - lerp(0.94, 0.66, storm)) * lerp(0, 5.4, storm)
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const glitch = spark * Math.exp(-dist / Math.max(1.2, 3.1 - storm))
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const crack = Math.max(0, Math.cos((dx - dy) * 1.6 + spin * 2.1)) ** 18
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const lash = crack * Math.exp(-(((dist - (1.95 + storm * 2)) / 0.28) ** 2)) * storm * 1.1
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const flicker =
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Math.max(0, noise(item.x * 3.1, item.y * 2.7, frame.t * 1.7) - 0.72) *
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Math.exp(-(dist * dist) / 0.15) *
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lerp(0.08, 0.42, body)
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const fade = frame.release && !frame.hold ? remain(x, y, frame.release, frame.t) : 1
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return (core + shell + ember + ring + fork + glitch + lash + flicker - dim) * fade
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}
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function pick(x: number, y: number, frame: Frame) {
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const held = frame.hold
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const rest = frame.release
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const item = held ?? rest
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if (!item) return 0
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const rise = held ? ramp(frame.t - held.at, HOLD, CHARGE) : rest!.rise
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const dx = x + 0.5 - item.x - 0.5
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const dy = y * 2 + 1 - item.y * 2 - 1
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const dist = Math.hypot(dx, dy)
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const fade = frame.release && !frame.hold ? remain(x, y, frame.release, frame.t) : 1
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return Math.exp(-(dist * dist) / 1.7) * lerp(0.2, 0.96, rise) * fade
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}
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function select(x: number, y: number) {
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const direct = MAP.glyph.get(key(x, y))
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if (direct !== undefined) return direct
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const near = NEAR.map(([dx, dy]) => MAP.glyph.get(key(x + dx, y + dy))).find(
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(item): item is number => item !== undefined,
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)
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return near
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}
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function trace(x: number, y: number, frame: Frame) {
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const held = frame.hold
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const rest = frame.release
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const item = held ?? rest
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if (!item || item.glyph === undefined) return 0
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const step = MAP.trace.get(key(x, y))
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if (!step || step.glyph !== item.glyph || step.l < 2) return 0
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const age = frame.t - item.at
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const rise = held ? ramp(age, HOLD, CHARGE) : rest!.rise
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const appear = held ? ramp(age, 0, TRACE_IN) : 1
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const speed = lerp(TRACE * 0.48, TRACE * 0.88, rise)
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const head = (age * speed) % step.l
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const dist = Math.min(Math.abs(step.i - head), step.l - Math.abs(step.i - head))
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const tail = (head - TAIL + step.l) % step.l
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const lag = Math.min(Math.abs(step.i - tail), step.l - Math.abs(step.i - tail))
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const fade = frame.release && !frame.hold ? remain(x, y, frame.release, frame.t) : 1
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const core = Math.exp(-((dist / 1.05) ** 2)) * lerp(0.8, 2.35, rise)
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const glow = Math.exp(-((dist / 1.85) ** 2)) * lerp(0.08, 0.34, rise)
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const trail = Math.exp(-((lag / 1.45) ** 2)) * lerp(0.04, 0.42, rise)
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return (core + glow + trail) * appear * fade
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}
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function bloom(x: number, y: number, frame: Frame) {
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const item = frame.glow
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if (!item) return 0
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const glyph = MAP.glyph.get(key(x, y))
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if (glyph !== item.glyph) return 0
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const age = frame.t - item.at
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if (age < 0 || age > GLOW_OUT) return 0
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const p = age / GLOW_OUT
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const flash = (1 - p) ** 2
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const dx = x + 0.5 - MAP.center.get(item.glyph)!.x
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const dy = y * 2 + 1 - MAP.center.get(item.glyph)!.y
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const bias = Math.exp(-((Math.hypot(dx, dy) / 2.8) ** 2))
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return lerp(item.force, item.force * 0.18, p) * lerp(0.72, 1.1, bias) * flash
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}
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export function Logo() {
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const { theme } = useTheme()
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const [rings, setRings] = createSignal<Ring[]>([])
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const [hold, setHold] = createSignal<Hold>()
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const [release, setRelease] = createSignal<Release>()
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const [glow, setGlow] = createSignal<Glow>()
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const [now, setNow] = createSignal(0)
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let box: BoxRenderable | undefined
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let timer: ReturnType<typeof setInterval> | undefined
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let hum = false
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const stop = () => {
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if (!timer) return
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clearInterval(timer)
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timer = undefined
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}
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const tick = () => {
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const t = performance.now()
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setNow(t)
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const item = hold()
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if (item && !hum && t - item.at >= HOLD) {
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hum = true
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Sound.start()
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}
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if (item && t - item.at >= CHARGE) {
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burst(item.x, item.y)
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}
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let live = false
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setRings((list) => {
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const next = list.filter((item) => t - item.at < LIFE)
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live = next.length > 0
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return next
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})
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const flash = glow()
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if (flash && t - flash.at >= GLOW_OUT) {
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setGlow(undefined)
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}
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if (!live) setRelease(undefined)
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if (live || hold() || release() || glow()) return
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stop()
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}
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const start = () => {
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if (timer) return
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timer = setInterval(tick, 16)
|
|
}
|
|
|
|
const hit = (x: number, y: number) => {
|
|
const char = FULL[y]?.[x]
|
|
return char !== undefined && char !== " "
|
|
}
|
|
|
|
const press = (x: number, y: number, t: number) => {
|
|
const last = hold()
|
|
if (last) burst(last.x, last.y)
|
|
setNow(t)
|
|
if (!last) setRelease(undefined)
|
|
setHold({ x, y, at: t, glyph: select(x, y) })
|
|
hum = false
|
|
start()
|
|
}
|
|
|
|
const burst = (x: number, y: number) => {
|
|
const item = hold()
|
|
if (!item) return
|
|
hum = false
|
|
const t = performance.now()
|
|
const age = t - item.at
|
|
const rise = ramp(age, HOLD, CHARGE)
|
|
const level = push(rise)
|
|
setHold(undefined)
|
|
setRelease({ x, y, at: t, glyph: item.glyph, level, rise })
|
|
if (item.glyph !== undefined) {
|
|
setGlow({ glyph: item.glyph, at: t, force: lerp(0.18, 1.5, rise * level) })
|
|
}
|
|
setRings((list) => [
|
|
...list,
|
|
{
|
|
x: x + 0.5,
|
|
y: y * 2 + 1,
|
|
at: t,
|
|
force: lerp(0.82, 2.55, level),
|
|
kick: lerp(0.32, 0.32 + KICK, level),
|
|
},
|
|
])
|
|
setNow(t)
|
|
start()
|
|
Sound.pulse(lerp(0.8, 1, level))
|
|
}
|
|
|
|
const frame = createMemo(() => {
|
|
const t = now()
|
|
const item = hold()
|
|
return {
|
|
t,
|
|
list: rings(),
|
|
hold: item,
|
|
release: release(),
|
|
glow: glow(),
|
|
spark: item ? noise(item.x, item.y, t) : 0,
|
|
}
|
|
})
|
|
|
|
const dusk = createMemo(() => {
|
|
const base = frame()
|
|
const t = base.t - LAG
|
|
const item = base.hold
|
|
return {
|
|
t,
|
|
list: base.list,
|
|
hold: item,
|
|
release: base.release,
|
|
glow: base.glow,
|
|
spark: item ? noise(item.x, item.y, t) : 0,
|
|
}
|
|
})
|
|
|
|
const renderLine = (
|
|
line: string,
|
|
y: number,
|
|
ink: RGBA,
|
|
bold: boolean,
|
|
off: number,
|
|
frame: Frame,
|
|
dusk: Frame,
|
|
): JSX.Element[] => {
|
|
const shadow = tint(theme.background, ink, 0.25)
|
|
const attrs = bold ? TextAttributes.BOLD : undefined
|
|
|
|
return Array.from(line).map((char, i) => {
|
|
const h = field(off + i, y, frame)
|
|
const n = wave(off + i, y, frame, lit(char)) + h
|
|
const s = wave(off + i, y, dusk, false) + h
|
|
const p = lit(char) ? pick(off + i, y, frame) : 0
|
|
const e = lit(char) ? trace(off + i, y, frame) : 0
|
|
const b = lit(char) ? bloom(off + i, y, frame) : 0
|
|
const q = shimmer(off + i, y, frame)
|
|
|
|
if (char === "_") {
|
|
return (
|
|
<text
|
|
fg={shade(ink, theme, s * 0.08)}
|
|
bg={shade(shadow, theme, ghost(s, 0.24) + ghost(q, 0.06))}
|
|
attributes={attrs}
|
|
selectable={false}
|
|
>
|
|
{" "}
|
|
</text>
|
|
)
|
|
}
|
|
|
|
if (char === "^") {
|
|
return (
|
|
<text
|
|
fg={shade(ink, theme, n + p + e + b)}
|
|
bg={shade(shadow, theme, ghost(s, 0.18) + ghost(q, 0.05) + ghost(b, 0.08))}
|
|
attributes={attrs}
|
|
selectable={false}
|
|
>
|
|
▀
|
|
</text>
|
|
)
|
|
}
|
|
|
|
if (char === "~") {
|
|
return (
|
|
<text fg={shade(shadow, theme, ghost(s, 0.22) + ghost(q, 0.05))} attributes={attrs} selectable={false}>
|
|
▀
|
|
</text>
|
|
)
|
|
}
|
|
|
|
if (char === " ") {
|
|
return (
|
|
<text fg={ink} attributes={attrs} selectable={false}>
|
|
{char}
|
|
</text>
|
|
)
|
|
}
|
|
|
|
return (
|
|
<text fg={shade(ink, theme, n + p + e + b)} attributes={attrs} selectable={false}>
|
|
{char}
|
|
</text>
|
|
)
|
|
})
|
|
}
|
|
|
|
onCleanup(() => {
|
|
stop()
|
|
hum = false
|
|
Sound.dispose()
|
|
})
|
|
|
|
const mouse = (evt: MouseEvent) => {
|
|
if (!box) return
|
|
if ((evt.type === "down" || evt.type === "drag") && evt.button === MouseButton.LEFT) {
|
|
const x = evt.x - box.x
|
|
const y = evt.y - box.y
|
|
if (!hit(x, y)) return
|
|
if (evt.type === "drag" && hold()) return
|
|
evt.preventDefault()
|
|
evt.stopPropagation()
|
|
const t = performance.now()
|
|
press(x, y, t)
|
|
return
|
|
}
|
|
|
|
if (!hold()) return
|
|
if (evt.type === "up") {
|
|
const item = hold()
|
|
if (!item) return
|
|
burst(item.x, item.y)
|
|
}
|
|
}
|
|
|
|
return (
|
|
<box ref={(item: BoxRenderable) => (box = item)}>
|
|
<box
|
|
position="absolute"
|
|
top={0}
|
|
left={0}
|
|
width={FULL[0]?.length ?? 0}
|
|
height={FULL.length}
|
|
zIndex={1}
|
|
onMouse={mouse}
|
|
/>
|
|
<For each={logo.left}>
|
|
{(line, index) => (
|
|
<box flexDirection="row" gap={1}>
|
|
<box flexDirection="row">{renderLine(line, index(), theme.textMuted, false, 0, frame(), dusk())}</box>
|
|
<box flexDirection="row">
|
|
{renderLine(logo.right[index()], index(), theme.text, true, LEFT + GAP, frame(), dusk())}
|
|
</box>
|
|
</box>
|
|
)}
|
|
</For>
|
|
</box>
|
|
)
|
|
}
|