waterui-internal 0.3.0

Internal implementation crate for WaterUI
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
//! Gradient definitions for backgrounds.
//!
//! This module provides gradient types that can be used as backgrounds via the
//! `.background()` modifier. All gradients are rendered using GPU shaders for
//! consistent cross-platform appearance and HDR support.
//!
//! # Gradient Types
//!
//! - [`LinearGradient`] - Gradient along a line between two points
//! - [`RadialGradient`] - Circular gradient radiating from a center point
//! - [`AngularGradient`] - Gradient sweeping around a center point (conic)
//! - [`MeshGradient`] - 2D grid of colored vertices with smooth interpolation
//!
//! # Examples
//!
//! ```rust
//! use waterui::prelude::*;
//! use waterui::gradient::{ColorStop, LinearGradient, MeshGradient, MeshVertex, UnitPoint};
//!
//! // Linear gradient from top to bottom
//! let banner = LinearGradient::new(
//!     vec![
//!         ColorStop::new(Color::red(), 0.0),
//!         ColorStop::new(Color::blue(), 1.0),
//!     ],
//!     UnitPoint::TOP,
//!     UnitPoint::BOTTOM,
//! );
//!
//! // A mesh gradient needs exactly width × height vertices
//! let mesh = MeshGradient::new(2, 2, vec![
//!     MeshVertex::at(0.0, 0.0, Color::red()),
//!     MeshVertex::at(1.0, 0.0, Color::green()),
//!     MeshVertex::at(0.0, 1.0, Color::blue()),
//!     MeshVertex::at(1.0, 1.0, Color::yellow()),
//! ]);
//! ```

use core::f32::consts::FRAC_1_SQRT_2;

use nami::{SignalExt, constant, signal::IntoComputed};
use waterui_core::Computed;
use waterui_graphics::color::Color;
pub use waterui_layout::UnitPoint;

/// A color stop in a gradient, consisting of a color and its position.
///
/// The position is a value from 0.0 to 1.0 representing where the color
/// appears along the gradient. Multiple stops create smooth color transitions.
///
/// # Examples
///
/// ```rust
/// use waterui::gradient::ColorStop;
/// use waterui::prelude::*;
///
/// // Static color stop at the start
/// let stop = ColorStop::new(Color::red(), 0.0);
///
/// // Animated color stop
/// let toggled = binding::<bool>(false);
/// let animated_color = toggled.map(|v| if v { Color::green() } else { Color::red() });
/// let animated_stop = ColorStop::new(animated_color, 0.5);
/// ```
#[derive(Debug, Clone)]
pub struct ColorStop {
    /// The color at this stop position.
    pub color: Computed<Color>,
    /// Position along the gradient (0.0 to 1.0).
    pub position: f32,
}

impl ColorStop {
    /// Creates a new color stop at the specified position.
    ///
    /// # Arguments
    ///
    /// * `color` - The color, can be static or a reactive `Computed<Color>`
    /// * `position` - Position from 0.0 (start) to 1.0 (end)
    ///
    /// # Panics
    ///
    /// Position is clamped to [0.0, 1.0] range.
    pub fn new(color: impl IntoComputed<Color>, position: f32) -> Self {
        Self {
            color: color.into_computed(),
            position: position.clamp(0.0, 1.0),
        }
    }
}

/// A linear gradient that transitions colors along a line.
///
/// Linear gradients blend colors from a start point to an end point.
/// The gradient direction is determined by these two points.
///
/// # Examples
///
/// ```rust
/// use waterui::gradient::{LinearGradient, ColorStop, UnitPoint};
/// use waterui::Color;
///
/// // Vertical gradient from red at top to blue at bottom
/// let gradient = LinearGradient::new(
///     vec![
///         ColorStop::new(Color::red(), 0.0),
///         ColorStop::new(Color::blue(), 1.0),
///     ],
///     UnitPoint::TOP,
///     UnitPoint::BOTTOM,
/// );
///
/// // Diagonal gradient with multiple stops
/// let rainbow = LinearGradient::new(
///     vec![
///         ColorStop::new(Color::red(), 0.0),
///         ColorStop::new(Color::yellow(), 0.5),
///         ColorStop::new(Color::green(), 1.0),
///     ],
///     UnitPoint::TOP_LEADING,
///     UnitPoint::BOTTOM_TRAILING,
/// );
/// ```
#[derive(Debug, Clone)]
pub struct LinearGradient {
    /// Color stops defining the gradient colors and positions.
    pub stops: Vec<ColorStop>,
    /// Starting point of the gradient line.
    pub start_point: UnitPoint,
    /// Ending point of the gradient line.
    pub end_point: UnitPoint,
}

impl LinearGradient {
    /// Creates a new linear gradient.
    ///
    /// # Arguments
    ///
    /// * `stops` - Color stops defining colors and their positions
    /// * `start_point` - Where the gradient begins
    /// * `end_point` - Where the gradient ends
    #[must_use]
    pub fn new(
        stops: Vec<ColorStop>,
        start_point: impl Into<UnitPoint>,
        end_point: impl Into<UnitPoint>,
    ) -> Self {
        Self {
            stops,
            start_point: start_point.into(),
            end_point: end_point.into(),
        }
    }

    /// Creates a vertical gradient from top to bottom.
    #[must_use]
    pub fn vertical(stops: Vec<ColorStop>) -> Self {
        Self::new(stops, UnitPoint::TOP, UnitPoint::BOTTOM)
    }

    /// Creates a horizontal gradient from left to right.
    #[must_use]
    pub fn horizontal(stops: Vec<ColorStop>) -> Self {
        Self::new(stops, UnitPoint::LEADING, UnitPoint::TRAILING)
    }
}

/// A radial gradient that radiates colors from a center point.
///
/// Radial gradients create circular color transitions, starting from
/// a center point and radiating outward.
///
/// # Examples
///
/// ```rust
/// use waterui::gradient::{RadialGradient, ColorStop, UnitPoint};
/// use waterui::Color;
///
/// // Circular gradient from white center to dark edges
/// let gradient = RadialGradient::new(
///     vec![
///         ColorStop::new(Color::srgb(255, 255, 255), 0.0),
///         ColorStop::new(Color::srgb(0, 0, 0), 1.0),
///     ],
///     UnitPoint::CENTER,
///     0.0,  // Start at center
///     0.5,  // End at half the view size
/// );
/// ```
#[derive(Debug, Clone)]
pub struct RadialGradient {
    /// Color stops defining the gradient colors and positions.
    pub stops: Vec<ColorStop>,
    /// Center point of the radial gradient.
    pub center: UnitPoint,
    /// Starting radius as a fraction of the view size (0.0 = center).
    pub start_radius: f32,
    /// Ending radius as a fraction of the view size.
    pub end_radius: f32,
}

impl RadialGradient {
    /// Creates a new radial gradient.
    ///
    /// # Arguments
    ///
    /// * `stops` - Color stops defining colors and their positions
    /// * `center` - Center point of the gradient
    /// * `start_radius` - Inner radius (0.0 = point at center)
    /// * `end_radius` - Outer radius (fraction of view size, e.g., 0.5 = half)
    #[must_use]
    pub fn new(
        stops: Vec<ColorStop>,
        center: impl Into<UnitPoint>,
        start_radius: f32,
        end_radius: f32,
    ) -> Self {
        Self {
            stops,
            center: center.into(),
            start_radius,
            end_radius,
        }
    }

    /// Creates a centered radial gradient filling the view.
    #[must_use]
    pub fn centered(stops: Vec<ColorStop>) -> Self {
        Self::new(stops, UnitPoint::CENTER, 0.0, FRAC_1_SQRT_2)
    }
}

/// An angular (conic) gradient that sweeps colors around a center point.
///
/// Angular gradients create color transitions that rotate around a center
/// point, similar to a color wheel.
///
/// # Examples
///
/// ```rust
/// use waterui::gradient::{AngularGradient, ColorStop, UnitPoint};
/// use waterui::Color;
///
/// // Full color wheel
/// let gradient = AngularGradient::new(
///     vec![
///         ColorStop::new(Color::red(), 0.0),
///         ColorStop::new(Color::yellow(), 0.17),
///         ColorStop::new(Color::green(), 0.33),
///         ColorStop::new(Color::cyan(), 0.5),
///         ColorStop::new(Color::blue(), 0.67),
///         ColorStop::new(Color::purple(), 0.83),
///         ColorStop::new(Color::red(), 1.0),
///     ],
///     UnitPoint::CENTER,
///     0.0,           // Start at top (0 degrees)
///     360.0_f32.to_radians(), // Full rotation
/// );
/// ```
#[derive(Debug, Clone)]
pub struct AngularGradient {
    /// Color stops defining the gradient colors and positions.
    pub stops: Vec<ColorStop>,
    /// Center point around which the gradient rotates.
    pub center: UnitPoint,
    /// Starting angle in radians (0 = right, PI/2 = down).
    pub start_angle: f32,
    /// Ending angle in radians.
    pub end_angle: f32,
}

impl AngularGradient {
    /// Creates a new angular gradient.
    ///
    /// # Arguments
    ///
    /// * `stops` - Color stops defining colors and their positions
    /// * `center` - Center point of rotation
    /// * `start_angle` - Starting angle in radians
    /// * `end_angle` - Ending angle in radians
    #[must_use]
    pub fn new(
        stops: Vec<ColorStop>,
        center: impl Into<UnitPoint>,
        start_angle: f32,
        end_angle: f32,
    ) -> Self {
        Self {
            stops,
            center: center.into(),
            start_angle,
            end_angle,
        }
    }

    /// Creates a full 360-degree sweep starting from the top.
    #[must_use]
    pub fn full_sweep(stops: Vec<ColorStop>) -> Self {
        use core::f32::consts::TAU;
        Self::new(
            stops,
            UnitPoint::CENTER,
            -core::f32::consts::FRAC_PI_2,
            TAU - core::f32::consts::FRAC_PI_2,
        )
    }
}

/// A single vertex in a mesh gradient.
///
/// Each vertex has a position and color, both of which can be animated
/// using reactive `Computed` values.
///
/// # Examples
///
/// ```rust
/// use waterui::gradient::MeshVertex;
/// use waterui::prelude::*;
///
/// // Static vertex
/// let vertex = MeshVertex::new((0.5_f32, 0.5_f32), Color::red());
///
/// // Animated position
/// let phase = binding::<f32>(0.0_f32);
/// let animated_pos = phase.map(|p| (0.5 + 0.1 * p.sin(), 0.5_f32));
/// let animated_vertex = MeshVertex::new(animated_pos, Color::srgb(255, 255, 255));
/// ```
#[derive(Debug, Clone)]
pub struct MeshVertex {
    /// Position in unit coordinates (0.0 to 1.0 for both x and y).
    pub position: Computed<(f32, f32)>,
    /// Color at this vertex.
    pub color: Computed<Color>,
}

impl MeshVertex {
    /// Creates a new mesh vertex with animatable position and color.
    ///
    /// # Arguments
    ///
    /// * `position` - Position in unit coordinates, can be static or reactive
    /// * `color` - Color at this vertex, can be static or reactive
    pub fn new(position: impl IntoComputed<(f32, f32)>, color: impl IntoComputed<Color>) -> Self {
        Self {
            position: position.into_computed(),
            color: color.into_computed(),
        }
    }

    /// Creates a vertex with a static position.
    ///
    /// Convenience method when the position doesn't need to animate.
    pub fn at(x: f32, y: f32, color: impl IntoComputed<Color>) -> Self {
        Self {
            position: constant((x, y)).computed(),
            color: color.into_computed(),
        }
    }
}

/// A 2D mesh gradient defined by a grid of colored vertices.
///
/// Mesh gradients create complex color patterns by interpolating between
/// a grid of colored points. Both vertex positions and colors can be
/// animated for dynamic effects.
///
/// The mesh is defined by width × height vertices, arranged in a grid.
/// Colors are smoothly interpolated between adjacent vertices.
///
/// # `SwiftUI` Equivalent
///
/// This is similar to `SwiftUI`'s `MeshGradient` introduced in `iOS` 18.
///
/// # Examples
///
/// ```rust
/// use core::f32::consts::PI;
///
/// use waterui::gradient::{MeshGradient, MeshVertex};
/// use waterui::prelude::*;
///
/// // Simple 2x2 mesh (4 vertices)
/// let mesh = MeshGradient::new(2, 2, vec![
///     MeshVertex::at(0.0, 0.0, Color::red()),    // Top-left
///     MeshVertex::at(1.0, 0.0, Color::green()),  // Top-right
///     MeshVertex::at(0.0, 1.0, Color::blue()),   // Bottom-left
///     MeshVertex::at(1.0, 1.0, Color::yellow()), // Bottom-right
/// ]);
///
/// // Animated 3x3 mesh
/// let phase = binding::<f32>(0.0_f32);
/// let center_pos = phase.map(|p| {
///     (0.5 + 0.1 * (p * 2.0 * PI).sin(),
///      0.5 + 0.1 * (p * 2.0 * PI).cos())
/// }).animated();
///
/// let animated_mesh = MeshGradient::new(3, 3, vec![
///     MeshVertex::at(0.0, 0.0, Color::red()),
///     MeshVertex::at(0.5, 0.0, Color::orange()),
///     MeshVertex::at(1.0, 0.0, Color::yellow()),
///     MeshVertex::at(0.0, 0.5, Color::pink()),
///     MeshVertex::new(center_pos, Color::srgb(255, 255, 255)), // Animated center!
///     MeshVertex::at(1.0, 0.5, Color::green()),
///     MeshVertex::at(0.0, 1.0, Color::purple()),
///     MeshVertex::at(0.5, 1.0, Color::blue()),
///     MeshVertex::at(1.0, 1.0, Color::cyan()),
/// ]);
/// ```
#[derive(Debug, Clone)]
pub struct MeshGradient {
    /// Number of columns in the vertex grid.
    pub width: u32,
    /// Number of rows in the vertex grid.
    pub height: u32,
    /// Vertices arranged row by row (width × height total).
    pub vertices: Vec<MeshVertex>,
    /// Whether to use smooth (cubic) color interpolation.
    pub smooths_colors: bool,
}

impl MeshGradient {
    /// Creates a new mesh gradient.
    ///
    /// # Arguments
    ///
    /// * `width` - Number of columns in the vertex grid
    /// * `height` - Number of rows in the vertex grid
    /// * `vertices` - Vertices arranged row by row (must have width × height elements)
    ///
    /// # Panics
    ///
    /// Panics if `vertices.len() != width * height`.
    #[must_use]
    pub fn new(width: u32, height: u32, vertices: Vec<MeshVertex>) -> Self {
        assert_eq!(
            vertices.len(),
            (width * height) as usize,
            "MeshGradient requires exactly width × height vertices"
        );
        Self {
            width,
            height,
            vertices,
            smooths_colors: true,
        }
    }

    /// Sets whether to use smooth color interpolation.
    ///
    /// When true (default), colors are interpolated using cubic interpolation
    /// for smoother transitions. When false, linear interpolation is used.
    #[must_use]
    pub const fn smooths_colors(mut self, smooth: bool) -> Self {
        self.smooths_colors = smooth;
        self
    }
}

/// Unified enum containing all gradient types.
///
/// This enum is used internally by the `Background` system to store
/// any gradient type.
#[derive(Debug, Clone)]
pub enum Gradient {
    /// Linear gradient along a line.
    Linear(LinearGradient),
    /// Radial gradient from a center point.
    Radial(RadialGradient),
    /// Angular gradient sweeping around a center.
    Angular(AngularGradient),
    /// 2D mesh gradient with interpolated vertices.
    Mesh(MeshGradient),
}

impl From<LinearGradient> for Gradient {
    fn from(g: LinearGradient) -> Self {
        Self::Linear(g)
    }
}

impl From<RadialGradient> for Gradient {
    fn from(g: RadialGradient) -> Self {
        Self::Radial(g)
    }
}

impl From<AngularGradient> for Gradient {
    fn from(g: AngularGradient) -> Self {
        Self::Angular(g)
    }
}

impl From<MeshGradient> for Gradient {
    fn from(g: MeshGradient) -> Self {
        Self::Mesh(g)
    }
}