Add the cascade animation as a separate widget

Signed-off-by: AnErrupTion <anerruption@disroot.org>
This commit is contained in:
AnErrupTion
2026-02-10 17:43:55 +01:00
parent f320d3f666
commit d268d5bb45
15 changed files with 276 additions and 148 deletions

View File

@@ -0,0 +1,81 @@
const std = @import("std");
const math = std.math;
const Cell = @import("../tui/Cell.zig");
const TerminalBuffer = @import("../tui/TerminalBuffer.zig");
const Widget = @import("../tui/Widget.zig");
const Cascade = @This();
buffer: *TerminalBuffer,
current_auth_fails: *usize,
max_auth_fails: usize,
pub fn init(
buffer: *TerminalBuffer,
current_auth_fails: *usize,
max_auth_fails: usize,
) Cascade {
return .{
.buffer = buffer,
.current_auth_fails = current_auth_fails,
.max_auth_fails = max_auth_fails,
};
}
pub fn widget(self: *Cascade) Widget {
return Widget.init(
self,
null,
null,
draw,
null,
null,
);
}
fn draw(self: *Cascade) void {
while (self.current_auth_fails.* >= self.max_auth_fails) {
std.Thread.sleep(std.time.ns_per_ms * 10);
var changed = false;
var y = self.buffer.height - 2;
while (y > 0) : (y -= 1) {
for (0..self.buffer.width) |x| {
const cell = TerminalBuffer.getCell(x, y - 1);
const cell_under = TerminalBuffer.getCell(x, y);
// This shouldn't happen under normal circumstances, but because
// this is a *secret* animation, there's no need to care that much
if (cell == null or cell_under == null) continue;
const char: u8 = @truncate(cell.?.ch);
if (std.ascii.isWhitespace(char)) continue;
const char_under: u8 = @truncate(cell_under.?.ch);
if (!std.ascii.isWhitespace(char_under)) continue;
changed = true;
if ((self.buffer.random.int(u16) % 10) > 7) continue;
cell.?.put(x, y);
var space = Cell.init(
' ',
cell_under.?.fg,
cell_under.?.bg,
);
space.put(x, y - 1);
}
}
if (!changed) {
std.Thread.sleep(std.time.ns_per_s * 7);
self.current_auth_fails.* = 0;
}
TerminalBuffer.presentBuffer();
}
}