Step 511: add shared interaction state model and contrast checks
This commit is contained in:
@@ -3478,4 +3478,13 @@ target_link_libraries(step510_test PRIVATE
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tree_sitter_javascript tree_sitter_typescript
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tree_sitter_java tree_sitter_rust tree_sitter_go)
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add_executable(step511_test tests/step511_test.cpp)
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target_include_directories(step511_test PRIVATE src)
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target_link_libraries(step511_test PRIVATE
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nlohmann_json::nlohmann_json
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unofficial::tree-sitter::tree-sitter
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tree_sitter_python tree_sitter_cpp tree_sitter_elisp
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tree_sitter_javascript tree_sitter_typescript
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tree_sitter_java tree_sitter_rust tree_sitter_go)
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# Step 12: Dear ImGui shell scaffolding created (main.cpp exists but not built due to dependencies)
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166
editor/src/InteractionStateModel.h
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166
editor/src/InteractionStateModel.h
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@@ -0,0 +1,166 @@
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#pragma once
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// Step 511: Interaction State Model
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// Shared token-driven interaction state logic for hover/focus/active/pressed/
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// disabled with deterministic style selection and contrast validation.
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#include <string>
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#include <map>
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#include <vector>
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#include <algorithm>
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#include <cmath>
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enum class InteractionState {
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Idle,
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Hover,
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Focus,
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Active,
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Pressed,
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Disabled
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};
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struct RGBA {
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float r = 0.0f;
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float g = 0.0f;
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float b = 0.0f;
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float a = 1.0f;
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};
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struct InteractionTokens {
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RGBA surface;
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RGBA surfaceHover;
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RGBA surfaceFocus;
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RGBA surfaceActive;
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RGBA surfacePressed;
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RGBA surfaceDisabled;
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RGBA text;
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RGBA textDisabled;
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RGBA border;
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RGBA focusRing;
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};
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struct InteractionSnapshot {
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bool hovered = false;
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bool focused = false;
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bool active = false;
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bool pressed = false;
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bool disabled = false;
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};
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struct StyleResolution {
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InteractionState state = InteractionState::Idle;
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RGBA surface;
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RGBA text;
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RGBA border;
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bool showFocusRing = false;
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float contrastRatio = 1.0f;
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bool contrastPassAA = false;
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};
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class InteractionStateModel {
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public:
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static InteractionTokens defaultDarkTokens() {
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return {
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{0.10f, 0.10f, 0.10f, 1.0f},
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{0.15f, 0.15f, 0.15f, 1.0f},
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{0.12f, 0.15f, 0.20f, 1.0f},
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{0.16f, 0.16f, 0.18f, 1.0f},
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{0.20f, 0.20f, 0.22f, 1.0f},
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{0.12f, 0.12f, 0.12f, 0.6f},
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{0.90f, 0.90f, 0.90f, 1.0f},
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{0.55f, 0.55f, 0.55f, 1.0f},
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{0.30f, 0.30f, 0.30f, 1.0f},
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{0.18f, 0.56f, 0.95f, 1.0f}
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};
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}
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static InteractionState resolveState(const InteractionSnapshot& s) {
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if (s.disabled) return InteractionState::Disabled;
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if (s.pressed) return InteractionState::Pressed;
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if (s.active) return InteractionState::Active;
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if (s.focused) return InteractionState::Focus;
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if (s.hovered) return InteractionState::Hover;
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return InteractionState::Idle;
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}
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static StyleResolution resolveStyle(const InteractionSnapshot& snapshot,
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const InteractionTokens& tokens) {
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StyleResolution out;
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out.state = resolveState(snapshot);
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out.border = tokens.border;
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switch (out.state) {
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case InteractionState::Idle:
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out.surface = tokens.surface;
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out.text = tokens.text;
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break;
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case InteractionState::Hover:
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out.surface = tokens.surfaceHover;
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out.text = tokens.text;
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break;
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case InteractionState::Focus:
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out.surface = tokens.surfaceFocus;
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out.text = tokens.text;
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out.showFocusRing = true;
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break;
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case InteractionState::Active:
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out.surface = tokens.surfaceActive;
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out.text = tokens.text;
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break;
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case InteractionState::Pressed:
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out.surface = tokens.surfacePressed;
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out.text = tokens.text;
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break;
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case InteractionState::Disabled:
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out.surface = tokens.surfaceDisabled;
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out.text = tokens.textDisabled;
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break;
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}
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out.contrastRatio = contrast(out.text, out.surface);
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out.contrastPassAA = out.contrastRatio >= 4.5f;
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return out;
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}
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static std::map<std::string, StyleResolution> resolveForAllStates(
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const InteractionTokens& tokens) {
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std::map<std::string, StyleResolution> out;
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out["idle"] = resolveStyle({}, tokens);
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out["hover"] = resolveStyle({true, false, false, false, false}, tokens);
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out["focus"] = resolveStyle({false, true, false, false, false}, tokens);
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out["active"] = resolveStyle({true, true, true, false, false}, tokens);
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out["pressed"] = resolveStyle({true, true, true, true, false}, tokens);
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out["disabled"] = resolveStyle({false, false, false, false, true}, tokens);
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return out;
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}
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static std::vector<std::string> contrastFailures(const InteractionTokens& tokens) {
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std::vector<std::string> failures;
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auto all = resolveForAllStates(tokens);
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for (const auto& [name, style] : all) {
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if (!style.contrastPassAA) {
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failures.push_back(name + ":" + std::to_string(style.contrastRatio));
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}
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}
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return failures;
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}
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private:
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static float channel(float c) {
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if (c <= 0.03928f) return c / 12.92f;
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return std::pow((c + 0.055f) / 1.055f, 2.4f);
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}
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static float luminance(const RGBA& c) {
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float r = channel(std::max(0.0f, std::min(1.0f, c.r)));
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float g = channel(std::max(0.0f, std::min(1.0f, c.g)));
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float b = channel(std::max(0.0f, std::min(1.0f, c.b)));
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return 0.2126f * r + 0.7152f * g + 0.0722f * b;
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}
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static float contrast(const RGBA& fg, const RGBA& bg) {
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float l1 = luminance(fg);
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float l2 = luminance(bg);
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if (l1 < l2) std::swap(l1, l2);
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return (l1 + 0.05f) / (l2 + 0.05f);
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}
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};
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142
editor/tests/step511_test.cpp
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142
editor/tests/step511_test.cpp
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@@ -0,0 +1,142 @@
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// Step 511: Interaction State Model (12 tests)
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#include "InteractionStateModel.h"
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#include <iostream>
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static int passed = 0, failed = 0;
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#define TEST(name) { std::cout << " " << #name << "... "; }
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#define PASS() { std::cout << "PASS\n"; ++passed; }
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#define FAIL(msg) { std::cout << "FAIL: " << msg << "\n"; ++failed; }
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#define CHECK(cond, msg) if (!(cond)) { FAIL(msg); return; } else {}
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void test_state_priority_disabled_wins() {
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TEST(state_priority_disabled_wins);
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InteractionSnapshot s{true, true, true, true, true};
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CHECK(InteractionStateModel::resolveState(s) == InteractionState::Disabled,
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"disabled should dominate");
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PASS();
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}
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void test_state_priority_pressed_over_active_focus_hover() {
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TEST(state_priority_pressed_over_active_focus_hover);
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InteractionSnapshot s{true, true, true, true, false};
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CHECK(InteractionStateModel::resolveState(s) == InteractionState::Pressed,
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"pressed should dominate active/focus/hover");
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PASS();
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}
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void test_state_priority_active_over_focus_hover() {
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TEST(state_priority_active_over_focus_hover);
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InteractionSnapshot s{true, true, true, false, false};
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CHECK(InteractionStateModel::resolveState(s) == InteractionState::Active,
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"active should dominate focus/hover");
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PASS();
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}
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void test_focus_state_sets_focus_ring() {
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TEST(focus_state_sets_focus_ring);
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auto style = InteractionStateModel::resolveStyle({false, true, false, false, false},
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InteractionStateModel::defaultDarkTokens());
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CHECK(style.state == InteractionState::Focus, "expected focus state");
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CHECK(style.showFocusRing, "focus ring should be enabled");
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PASS();
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}
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void test_disabled_state_uses_disabled_text() {
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TEST(disabled_state_uses_disabled_text);
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auto t = InteractionStateModel::defaultDarkTokens();
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auto style = InteractionStateModel::resolveStyle({false, false, false, false, true}, t);
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CHECK(style.state == InteractionState::Disabled, "expected disabled state");
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CHECK(style.text.r == t.textDisabled.r && style.text.g == t.textDisabled.g,
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"disabled text token not applied");
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PASS();
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}
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void test_idle_state_uses_base_surface() {
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TEST(idle_state_uses_base_surface);
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auto t = InteractionStateModel::defaultDarkTokens();
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auto style = InteractionStateModel::resolveStyle({}, t);
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CHECK(style.state == InteractionState::Idle, "expected idle state");
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CHECK(style.surface.r == t.surface.r && style.surface.g == t.surface.g,
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"idle surface token not applied");
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PASS();
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}
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void test_resolve_for_all_states_returns_six_entries() {
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TEST(resolve_for_all_states_returns_six_entries);
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auto all = InteractionStateModel::resolveForAllStates(
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InteractionStateModel::defaultDarkTokens());
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CHECK(all.size() == 6, "expected 6 state entries");
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PASS();
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}
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void test_default_tokens_pass_contrast_for_core_states() {
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TEST(default_tokens_pass_contrast_for_core_states);
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auto all = InteractionStateModel::resolveForAllStates(
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InteractionStateModel::defaultDarkTokens());
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CHECK(all["idle"].contrastPassAA, "idle contrast should pass");
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CHECK(all["hover"].contrastPassAA, "hover contrast should pass");
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CHECK(all["focus"].contrastPassAA, "focus contrast should pass");
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PASS();
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}
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void test_contrast_failures_detect_low_contrast_tokens() {
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TEST(contrast_failures_detect_low_contrast_tokens);
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auto t = InteractionStateModel::defaultDarkTokens();
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t.text = {0.2f, 0.2f, 0.2f, 1.0f};
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t.surface = {0.18f, 0.18f, 0.18f, 1.0f};
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auto fails = InteractionStateModel::contrastFailures(t);
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CHECK(!fails.empty(), "expected contrast failures");
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PASS();
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}
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void test_focus_ring_not_shown_for_non_focus_states() {
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TEST(focus_ring_not_shown_for_non_focus_states);
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auto t = InteractionStateModel::defaultDarkTokens();
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auto hover = InteractionStateModel::resolveStyle({true, false, false, false, false}, t);
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auto active = InteractionStateModel::resolveStyle({true, true, true, false, false}, t);
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CHECK(!hover.showFocusRing, "hover should not show focus ring");
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CHECK(!active.showFocusRing, "active should not show focus ring");
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PASS();
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}
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void test_pressed_and_active_surfaces_differ() {
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TEST(pressed_and_active_surfaces_differ);
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auto t = InteractionStateModel::defaultDarkTokens();
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auto pressed = InteractionStateModel::resolveStyle({true, true, true, true, false}, t);
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auto active = InteractionStateModel::resolveStyle({true, true, true, false, false}, t);
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CHECK(pressed.surface.r != active.surface.r ||
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pressed.surface.g != active.surface.g ||
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pressed.surface.b != active.surface.b,
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"pressed and active surfaces should differ");
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PASS();
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}
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void test_contrast_ratio_is_positive() {
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TEST(contrast_ratio_is_positive);
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auto style = InteractionStateModel::resolveStyle({},
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InteractionStateModel::defaultDarkTokens());
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CHECK(style.contrastRatio > 1.0f, "contrast ratio should be > 1");
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PASS();
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}
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int main() {
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std::cout << "Step 511: Interaction State Model\n";
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test_state_priority_disabled_wins(); // 1
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test_state_priority_pressed_over_active_focus_hover(); // 2
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test_state_priority_active_over_focus_hover(); // 3
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test_focus_state_sets_focus_ring(); // 4
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test_disabled_state_uses_disabled_text(); // 5
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test_idle_state_uses_base_surface(); // 6
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test_resolve_for_all_states_returns_six_entries(); // 7
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test_default_tokens_pass_contrast_for_core_states(); // 8
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test_contrast_failures_detect_low_contrast_tokens(); // 9
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test_focus_ring_not_shown_for_non_focus_states(); // 10
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test_pressed_and_active_surfaces_differ(); // 11
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test_contrast_ratio_is_positive(); // 12
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std::cout << "\nResults: " << passed << "/" << (passed + failed) << " passed\n";
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return failed == 0 ? 0 : 1;
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}
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36
progress.md
36
progress.md
@@ -8072,3 +8072,39 @@ to enforce reliable keyboard/mouse resize behavior.
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- `editor/src/PanelBoundaryReliability.h` within header-size limit (`140` <= `600`)
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- `editor/tests/step510_test.cpp` within test-file size guidance (`146` lines)
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- Header-only architecture and naming conventions remain aligned with `ARCHITECTURE.md`
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### Step 511: Interaction State Model
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**Status:** PASS (12/12 tests)
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Implements a shared interaction-state model for hover/focus/active/pressed/
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disabled with deterministic token-driven style resolution and WCAG AA contrast
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checks for state transitions.
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**Files added:**
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- `editor/src/InteractionStateModel.h` - state model module:
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- precedence-based state resolver (`disabled > pressed > active > focus > hover > idle`)
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- token-driven style resolution for surface/text/border/focus ring
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- contrast-ratio computation with AA pass/fail signal per state
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- whole-state map resolver and failure extraction for audits
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- `editor/tests/step511_test.cpp` - 12 tests covering:
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- state-precedence ordering correctness
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- focus-ring semantics
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- disabled/idle token application
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- all-state resolution completeness
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- AA contrast pass for default dark tokens
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- low-contrast failure detection
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- pressed-vs-active visual differentiation
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**Files modified:**
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- `editor/CMakeLists.txt` - `step511_test` target
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**Verification run:**
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- `cmake -S editor -B editor/build-native` - PASS
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- `cmake --build editor/build-native --target step511_test` - PASS
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- `./editor/build-native/step511_test` - PASS (12/12)
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- `./editor/build-native/step510_test` - PASS (12/12) regression coverage
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**Architecture gate check:**
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- `editor/src/InteractionStateModel.h` within header-size limit (`166` <= `600`)
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- `editor/tests/step511_test.cpp` within test-file size guidance (`142` lines)
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- Header-only architecture and naming conventions remain aligned with `ARCHITECTURE.md`
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