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Introduce a full codex-tui source snapshot under the new codex-tui2 crate so viewport work can be replayed in isolation. This change copies the entire codex-rs/tui/src tree into codex-rs/tui2/src in one atomic step, rather than piecemeal, to keep future diffs vs the original viewport bookmark easy to reason about. The goal is for codex-tui2 to render identically to the existing TUI behind the `features.tui2` flag while we gradually port the viewport/history commits from the joshka/viewport bookmark onto this forked tree. While on this baseline change, we also ran the codex-tui2 snapshot test suite and accepted all insta snapshots for the new crate, so the snapshot files now use the codex-tui2 naming scheme and encode the unmodified legacy TUI behavior. This keeps later viewport commits focused on intentional behavior changes (and their snapshots) rather than on mechanical snapshot renames.
76 lines
2.2 KiB
Rust
76 lines
2.2 KiB
Rust
pub(crate) fn is_light(bg: (u8, u8, u8)) -> bool {
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let (r, g, b) = bg;
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let y = 0.299 * r as f32 + 0.587 * g as f32 + 0.114 * b as f32;
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y > 128.0
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}
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pub(crate) fn blend(fg: (u8, u8, u8), bg: (u8, u8, u8), alpha: f32) -> (u8, u8, u8) {
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let r = (fg.0 as f32 * alpha + bg.0 as f32 * (1.0 - alpha)) as u8;
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let g = (fg.1 as f32 * alpha + bg.1 as f32 * (1.0 - alpha)) as u8;
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let b = (fg.2 as f32 * alpha + bg.2 as f32 * (1.0 - alpha)) as u8;
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(r, g, b)
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}
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/// Returns the perceptual color distance between two RGB colors.
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/// Uses the CIE76 formula (Euclidean distance in Lab space approximation).
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pub(crate) fn perceptual_distance(a: (u8, u8, u8), b: (u8, u8, u8)) -> f32 {
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// Convert sRGB to linear RGB
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fn srgb_to_linear(c: u8) -> f32 {
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let c = c as f32 / 255.0;
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if c <= 0.04045 {
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c / 12.92
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} else {
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((c + 0.055) / 1.055).powf(2.4)
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}
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}
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// Convert RGB to XYZ
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fn rgb_to_xyz(r: u8, g: u8, b: u8) -> (f32, f32, f32) {
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let r = srgb_to_linear(r);
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let g = srgb_to_linear(g);
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let b = srgb_to_linear(b);
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let x = r * 0.4124 + g * 0.3576 + b * 0.1805;
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let y = r * 0.2126 + g * 0.7152 + b * 0.0722;
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let z = r * 0.0193 + g * 0.1192 + b * 0.9505;
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(x, y, z)
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}
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// Convert XYZ to Lab
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fn xyz_to_lab(x: f32, y: f32, z: f32) -> (f32, f32, f32) {
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// D65 reference white
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let xr = x / 0.95047;
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let yr = y / 1.00000;
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let zr = z / 1.08883;
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fn f(t: f32) -> f32 {
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if t > 0.008856 {
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t.powf(1.0 / 3.0)
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} else {
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7.787 * t + 16.0 / 116.0
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}
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}
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let fx = f(xr);
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let fy = f(yr);
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let fz = f(zr);
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let l = 116.0 * fy - 16.0;
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let a = 500.0 * (fx - fy);
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let b = 200.0 * (fy - fz);
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(l, a, b)
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}
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let (x1, y1, z1) = rgb_to_xyz(a.0, a.1, a.2);
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let (x2, y2, z2) = rgb_to_xyz(b.0, b.1, b.2);
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let (l1, a1, b1) = xyz_to_lab(x1, y1, z1);
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let (l2, a2, b2) = xyz_to_lab(x2, y2, z2);
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let dl = l1 - l2;
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let da = a1 - a2;
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let db = b1 - b2;
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(dl * dl + da * da + db * db).sqrt()
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}
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