Files
whetstone_DSL/editor/src/InteractionStateModel.h

167 lines
5.1 KiB
C++

#pragma once
// Step 511: Interaction State Model
// Shared token-driven interaction state logic for hover/focus/active/pressed/
// disabled with deterministic style selection and contrast validation.
#include <string>
#include <map>
#include <vector>
#include <algorithm>
#include <cmath>
enum class InteractionState {
Idle,
Hover,
Focus,
Active,
Pressed,
Disabled
};
struct RGBA {
float r = 0.0f;
float g = 0.0f;
float b = 0.0f;
float a = 1.0f;
};
struct InteractionTokens {
RGBA surface;
RGBA surfaceHover;
RGBA surfaceFocus;
RGBA surfaceActive;
RGBA surfacePressed;
RGBA surfaceDisabled;
RGBA text;
RGBA textDisabled;
RGBA border;
RGBA focusRing;
};
struct InteractionSnapshot {
bool hovered = false;
bool focused = false;
bool active = false;
bool pressed = false;
bool disabled = false;
};
struct StyleResolution {
InteractionState state = InteractionState::Idle;
RGBA surface;
RGBA text;
RGBA border;
bool showFocusRing = false;
float contrastRatio = 1.0f;
bool contrastPassAA = false;
};
class InteractionStateModel {
public:
static InteractionTokens defaultDarkTokens() {
return {
{0.10f, 0.10f, 0.10f, 1.0f},
{0.15f, 0.15f, 0.15f, 1.0f},
{0.12f, 0.15f, 0.20f, 1.0f},
{0.16f, 0.16f, 0.18f, 1.0f},
{0.20f, 0.20f, 0.22f, 1.0f},
{0.12f, 0.12f, 0.12f, 0.6f},
{0.90f, 0.90f, 0.90f, 1.0f},
{0.55f, 0.55f, 0.55f, 1.0f},
{0.30f, 0.30f, 0.30f, 1.0f},
{0.18f, 0.56f, 0.95f, 1.0f}
};
}
static InteractionState resolveState(const InteractionSnapshot& s) {
if (s.disabled) return InteractionState::Disabled;
if (s.pressed) return InteractionState::Pressed;
if (s.active) return InteractionState::Active;
if (s.focused) return InteractionState::Focus;
if (s.hovered) return InteractionState::Hover;
return InteractionState::Idle;
}
static StyleResolution resolveStyle(const InteractionSnapshot& snapshot,
const InteractionTokens& tokens) {
StyleResolution out;
out.state = resolveState(snapshot);
out.border = tokens.border;
switch (out.state) {
case InteractionState::Idle:
out.surface = tokens.surface;
out.text = tokens.text;
break;
case InteractionState::Hover:
out.surface = tokens.surfaceHover;
out.text = tokens.text;
break;
case InteractionState::Focus:
out.surface = tokens.surfaceFocus;
out.text = tokens.text;
out.showFocusRing = true;
break;
case InteractionState::Active:
out.surface = tokens.surfaceActive;
out.text = tokens.text;
break;
case InteractionState::Pressed:
out.surface = tokens.surfacePressed;
out.text = tokens.text;
break;
case InteractionState::Disabled:
out.surface = tokens.surfaceDisabled;
out.text = tokens.textDisabled;
break;
}
out.contrastRatio = contrast(out.text, out.surface);
out.contrastPassAA = out.contrastRatio >= 4.5f;
return out;
}
static std::map<std::string, StyleResolution> resolveForAllStates(
const InteractionTokens& tokens) {
std::map<std::string, StyleResolution> out;
out["idle"] = resolveStyle({}, tokens);
out["hover"] = resolveStyle({true, false, false, false, false}, tokens);
out["focus"] = resolveStyle({false, true, false, false, false}, tokens);
out["active"] = resolveStyle({true, true, true, false, false}, tokens);
out["pressed"] = resolveStyle({true, true, true, true, false}, tokens);
out["disabled"] = resolveStyle({false, false, false, false, true}, tokens);
return out;
}
static std::vector<std::string> contrastFailures(const InteractionTokens& tokens) {
std::vector<std::string> failures;
auto all = resolveForAllStates(tokens);
for (const auto& [name, style] : all) {
if (!style.contrastPassAA) {
failures.push_back(name + ":" + std::to_string(style.contrastRatio));
}
}
return failures;
}
private:
static float channel(float c) {
if (c <= 0.03928f) return c / 12.92f;
return std::pow((c + 0.055f) / 1.055f, 2.4f);
}
static float luminance(const RGBA& c) {
float r = channel(std::max(0.0f, std::min(1.0f, c.r)));
float g = channel(std::max(0.0f, std::min(1.0f, c.g)));
float b = channel(std::max(0.0f, std::min(1.0f, c.b)));
return 0.2126f * r + 0.7152f * g + 0.0722f * b;
}
static float contrast(const RGBA& fg, const RGBA& bg) {
float l1 = luminance(fg);
float l2 = luminance(bg);
if (l1 < l2) std::swap(l1, l2);
return (l1 + 0.05f) / (l2 + 0.05f);
}
};