// Per-gem animation set (P6.3) — a PURELY VISUAL pose each gem sprite is drawn
// with: a calm always-on idle breath, a pop on selection, and a squash-bounce on
// landing. Everything here is a pure function of an animation clock and the cell;
// it never reads or writes the model, so a gem's idle bob/scale cannot change its
// logical cell or break hit-testing (which stays on the grid in board_layout.sx).
//
// Determinism: the idle is always-on, so a live screenshot would be time-
// dependent. `GemMotion.clock` is the single animation time; capture mode
// (M3TE_ANIM_TIME, read in main) freezes it at a chosen phase so the board can be
// screenshotted reproducibly. Every effect is built so that at clock t==0 the pose
// is exactly the resting sprite — so the pre-P6.3 goldens reproduce at t==0.
#import "modules/std.sx";
#import "modules/math";
#import "board.sx";

// A gem's draw transform about its cell centre. scale_x/scale_y scale the sprite
// (1.0 == the normal cell-fill size) and dx/dy nudge it in CELL units. The resting
// pose is all-ones / all-zeros, which draws identically to the static sprite.
GemPose :: struct {
    scale_x: f32;
    scale_y: f32;
    dx: f32;
    dy: f32;
}

gem_pose_rest :: () -> GemPose {
    GemPose.{ scale_x = 1.0, scale_y = 1.0, dx = 0.0, dy = 0.0 }
}

// --- Idle breath -------------------------------------------------------------
// A gentle ~1s pulse + vertical bob, ramped in from rest so a freshly-shown board
// (and the t==0 capture) starts on the resting pose. A per-gem phase offset keeps
// the board from pulsing in lockstep without ever desyncing the t==0 rest.
IDLE_PERIOD  :f32: 1.05;   // seconds per breath
IDLE_SCALE_A :f32: 0.035;  // +/- uniform scale amplitude
IDLE_BOB_A   :f32: 0.024;  // vertical bob amplitude (cell units)
IDLE_RAMP    :f32: 0.45;   // seconds to ease the idle up from full rest

// Smooth per-cell phase: a diagonal gradient wrapped into one breath period.
gem_idle_phase :: (col: s64, row: s64) -> f32 {
    cast(f32) ((col * 2 + row * 3) % 8) / 8.0 * TAU
}

idle_pose :: (t: f32, col: s64, row: s64) -> GemPose {
    ramp := clamp(t / IDLE_RAMP, 0.0, 1.0);
    w := t / IDLE_PERIOD * TAU + gem_idle_phase(col, row);
    s := IDLE_SCALE_A * sin(w) * ramp;
    bob := IDLE_BOB_A * cos(w) * ramp;
    GemPose.{ scale_x = 1.0 + s, scale_y = 1.0 + s, dx = 0.0, dy = bob }
}

// --- Selection pop -----------------------------------------------------------
// A quick scale-up that settles back: a single hump over the window so the tapped
// gem "pops" then relaxes (the highlight overlay still draws on top of this).
SELECT_DUR   :f32: 0.34;
SELECT_POP_A :f32: 0.15;

select_pop_scale :: (ts: f32) -> f32 {
    if ts <= 0.0 or ts >= SELECT_DUR { return 1.0; }
    1.0 + SELECT_POP_A * sin(PI * ts / SELECT_DUR)
}

// --- Landing squash-bounce ---------------------------------------------------
// A damped wobble on settle: the gem flattens wide-and-short on impact, then a
// couple of decaying overshoots. 0 at tl==0 and again past the window (rest).
LAND_DUR      :f32: 0.42;
LAND_SQUASH_A :f32: 0.13;
LAND_OSC      :f32: 1.5;    // oscillations across the window

land_squash :: (tl: f32) -> f32 {
    if tl <= 0.0 or tl >= LAND_DUR { return 0.0; }
    decay := 1.0 - tl / LAND_DUR;
    LAND_SQUASH_A * sin(TAU * LAND_OSC * tl / LAND_DUR) * decay * decay
}

// --- Clear pop ---------------------------------------------------------------
// The matched-gem clear: a snappy outward pop then a collapse to nothing over its
// local 0..1, so the clear reads as a satisfying candy pop rather than a plain
// shrink. A fast rise to a bigger overshoot makes the snap read; the soft
// particle burst / score popup (board_fx.sx) compose on top.
CLEAR_POP_A    :f32: 0.34;   // overshoot height above resting scale
CLEAR_POP_RISE :f32: 0.18;   // fraction of the window spent rising to the peak

clear_pop_scale :: (t: f32) -> f32 {
    if t <= 0.0 { return 1.0; }
    if t >= 1.0 { return 0.0; }
    if t < CLEAR_POP_RISE {
        return 1.0 + CLEAR_POP_A * (t / CLEAR_POP_RISE);
    }
    peak := 1.0 + CLEAR_POP_A;
    u := (t - CLEAR_POP_RISE) / (1.0 - CLEAR_POP_RISE);
    peak * (1.0 - u * u)
}

// Live per-gem animation state, heap-allocated (like BoardAnim/BoardFx) so it
// survives BoardView's per-frame rebuild. `clock` is the single animation time:
// the frame loop advances it by delta_time, or capture mode pins it. `land_at`
// records, per cell, the clock value when that cell last received a gem so only
// the cells that actually moved bounce.
GemMotion :: struct {
    clock: f32;
    pinned: bool;
    land_at: [BOARD_CELLS]f32;

    init :: (self: *GemMotion) {
        self.clock = 0.0;
        self.pinned = false;
        self.reset_landings();
    }

    // Drop every landing stamp back to the never-landed sentinel so no cell
    // carries a squash-bounce. `restart` calls this so a reseeded board starts at
    // its resting pose instead of replaying the prior move's landing wobble; the
    // idle clock keeps running, so the always-on idle simply resumes from rest.
    reset_landings :: (self: *GemMotion) {
        for 0..BOARD_CELLS: (i) { self.land_at[i] = -1000.0; }
    }

    stamp_land :: (self: *GemMotion, i: s64) {
        self.land_at[i] = self.clock;
    }

    land_local :: (self: *GemMotion, i: s64) -> f32 {
        self.clock - self.land_at[i]
    }
}
