37 KiB
valw polish phase Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Region size label and Shift/Alt/Space modifiers (P1), an optional window shadow (P2), and the synthesised combo shutter sound (P3).
Architecture: Each feature is a pure core with tests (selection::Selection modifier math, render::label_origin/blend, shadow::add, sound::synth, sound::combo) plus thin wiring (region.rs overlay, main.rs capture flow, toolbar, Nix wrapper).
Tech Stack: Rust 2024, SCTK 0.21, tiny-skia 0.12, image 0.25; pw-play (PipeWire) at run time.
Spec: docs/superpowers/specs/2026-10-03-valw-polish-design.md
Global Constraints
- jj only;
cargo clippy --all-targets -- -D warnings,cargo fmt --check,cargo nextest run,nix flake check. - Label: 13 px white on
#1c1c1e90 %, 6 px padding, 16 logical px from the pointer, flips at edges. Shadow: 40 px padding, alpha 50 %, blur radius 20 (3 box passes), 12 px down. Sound: 44 100 Hz mono 16-bit; speeds 1.00/1.12/1.25/1.40/1.60, 6–7 at 1.80 + Shepard glide 0→½ and ½→1 octave over 400 ms; combo resets aftercombo_reset_secs(default 5, 1–60);volumedefault 0.6 (0–1). - No Caps Lock bindings.
- Tell the user before playing sounds or showing the overlay on the live session.
Review Focus
- Modifier changes mid-drag (Shift/Space pressed and released in any order, Alt toggling) never make the rectangle jump or flip unexpectedly. Tests in
selection::tests(Task 1). - The label never leaves the output and never covers the pointer. Test:
render::tests::label_flips_at_edges(Task 2). - Shadow on images with and without alpha (a fully opaque shot still gets a rectangular shadow). Tests in
shadow::tests(Task 3). - No clicks/pops or clipping in the sounds and a seamless 6↔7 glide. Tests in
sound::synth::tests(Task 4); listening in the checklist. - A missing
pw-playor audio server never fails a capture. Task 5 (warning only).
File Structure
| File | Change | Task |
|---|---|---|
src/selection.rs |
Mods, modifier-aware Selection |
1 |
src/region.rs, src/wayland.rs |
modifiers and Space to the overlay | 1 |
src/render.rs, src/region.rs |
size label | 2 |
src/shadow.rs, src/config.rs, src/main.rs |
window shadow | 3 |
src/sound/{mod,synth,combo}.rs |
sounds and combo | 4, 5 |
src/config.rs, src/main.rs, src/toolbar/*, nix/package.ulu.nix |
playing, settings, toolbar option, pw-play |
5 |
docs/test-checklist.md |
polish section | 6 |
Task 1: Modifier-aware selection
Files: src/selection.rs, src/region.rs, src/wayland.rs.
Produces: selection::Mods { shift, alt, space }; Selection::{press(p), motion(p), set_mods(Mods), corners() -> Option<(Point, Point)>, release(p) -> Option<(Point, Point)>, allows_window_switch()}; Overlay::{modifiers(Modifiers), space(bool)}.
- Step 1: Failing tests — add to
selection.rstests:
fn pt(x: f64, y: f64) -> Point {
Point { x, y }
}
const SHIFT: Mods = Mods { shift: true, alt: false, space: false };
const ALT: Mods = Mods { shift: false, alt: true, space: false };
const SPACE: Mods = Mods { shift: false, alt: false, space: true };
#[test]
fn plain_drag_is_press_to_pointer() {
let mut s = Selection::default();
s.press(pt(10.0, 10.0));
s.motion(pt(50.0, 30.0));
assert_eq!(s.corners(), Some((pt(10.0, 10.0), pt(50.0, 30.0))));
}
#[test]
fn shift_locks_the_dimension_that_moves_first() {
let mut s = Selection::default();
s.press(pt(0.0, 0.0));
s.motion(pt(40.0, 30.0));
s.set_mods(SHIFT);
s.motion(pt(60.0, 32.0)); // mostly horizontal: width follows
assert_eq!(s.corners(), Some((pt(0.0, 0.0), pt(60.0, 30.0))));
s.motion(pt(70.0, 90.0)); // the axis stays decided
assert_eq!(s.corners(), Some((pt(0.0, 0.0), pt(70.0, 30.0))));
s.set_mods(Mods::default());
s.motion(pt(70.0, 90.0));
assert_eq!(s.corners(), Some((pt(0.0, 0.0), pt(70.0, 90.0))), "plain again");
let mut v = Selection::default();
v.press(pt(0.0, 0.0));
v.motion(pt(40.0, 30.0));
v.set_mods(SHIFT);
v.motion(pt(41.0, 80.0)); // mostly vertical: height follows
assert_eq!(v.corners(), Some((pt(0.0, 0.0), pt(40.0, 80.0))));
}
#[test]
fn alt_grows_from_the_centre() {
let mut s = Selection::default();
s.press(pt(100.0, 100.0));
s.set_mods(ALT);
s.motion(pt(130.0, 120.0));
assert_eq!(s.corners(), Some((pt(70.0, 80.0), pt(130.0, 120.0))));
}
#[test]
fn shift_and_alt_combine() {
let mut s = Selection::default();
s.press(pt(100.0, 100.0));
s.motion(pt(120.0, 110.0));
s.set_mods(Mods { shift: true, alt: true, space: false });
s.motion(pt(150.0, 112.0));
assert_eq!(s.corners(), Some((pt(50.0, 90.0), pt(150.0, 110.0))));
}
#[test]
fn space_moves_then_resizing_continues_without_a_jump() {
let mut s = Selection::default();
s.press(pt(0.0, 0.0));
s.motion(pt(40.0, 30.0));
s.set_mods(SPACE);
s.motion(pt(50.0, 40.0));
assert_eq!(s.corners(), Some((pt(10.0, 10.0), pt(50.0, 40.0))));
s.motion(pt(60.0, 40.0));
assert_eq!(s.corners(), Some((pt(20.0, 10.0), pt(60.0, 40.0))));
s.set_mods(Mods::default());
s.motion(pt(60.0, 40.0));
assert_eq!(s.corners(), Some((pt(20.0, 10.0), pt(60.0, 40.0))), "no jump on release");
s.motion(pt(70.0, 45.0));
assert_eq!(s.corners(), Some((pt(20.0, 10.0), pt(70.0, 45.0))));
}
#[test]
fn space_with_a_pointer_away_from_the_corner_keeps_the_offset() {
let mut s = Selection::default();
s.press(pt(0.0, 0.0));
s.motion(pt(40.0, 30.0));
s.set_mods(SPACE);
s.motion(pt(45.0, 30.0));
s.set_mods(Mods::default());
s.motion(pt(55.0, 40.0));
assert_eq!(s.corners(), Some((pt(5.0, 0.0), pt(55.0, 40.0))));
}
#[test]
fn release_applies_the_held_modifiers() {
let mut s = Selection::default();
s.press(pt(100.0, 100.0));
s.set_mods(ALT);
assert_eq!(s.release(pt(110.0, 105.0)), Some((pt(90.0, 95.0), pt(110.0, 105.0))));
assert_eq!(s, Selection::Idle);
}
Run cargo nextest run selection:: → compile errors.
- Step 2: Implement — replace
Selection(keepPoint,clip,resolve,MIN_PIXELS):
/// Modifier keys that shape a selection while dragging.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct Mods {
pub shift: bool,
pub alt: bool,
pub space: bool,
}
#[derive(Debug, Clone, Copy, PartialEq)]
enum Axis {
X,
Y,
}
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Drag {
/// The press point (the centre with Alt); Space moves it.
start: Point,
/// The far corner before Alt is applied.
end: Point,
/// The last pointer position.
last: Point,
/// Added to the pointer to get `end` (non-zero after a Space move).
offset: (f64, f64),
mods: Mods,
/// Shift: `end` when Shift went down, and the axis that follows.
lock: Option<(Point, Option<Axis>)>,
}
#[derive(Debug, Clone, Copy, Default, PartialEq)]
pub enum Selection {
#[default]
Idle,
Dragging(Drag),
}
impl Selection {
pub fn press(&mut self, p: Point) {
let mods = match self {
Selection::Dragging(d) => d.mods,
Selection::Idle => Mods::default(),
};
*self = Selection::Dragging(Drag { start: p, end: p, last: p, offset: (0.0, 0.0), mods, lock: None });
}
pub fn motion(&mut self, p: Point) {
let Selection::Dragging(d) = self else { return };
if d.mods.space {
let (dx, dy) = (p.x - d.last.x, p.y - d.last.y);
d.start = Point { x: d.start.x + dx, y: d.start.y + dy };
d.end = Point { x: d.end.x + dx, y: d.end.y + dy };
} else {
let target = Point { x: p.x + d.offset.0, y: p.y + d.offset.1 };
d.end = match &mut d.lock {
Some((frozen, axis)) => {
let axis = *axis.get_or_insert_with(|| {
if (target.x - frozen.x).abs() >= (target.y - frozen.y).abs() { Axis::X } else { Axis::Y }
});
match axis {
Axis::X => Point { x: target.x, y: frozen.y },
Axis::Y => Point { x: frozen.x, y: target.y },
}
}
None => target,
};
}
d.last = p;
}
/// The keyboard's modifiers changed (also while idle, for the next drag).
pub fn set_mods(&mut self, mods: Mods) {
let Selection::Dragging(d) = self else { return };
if mods.shift && !d.mods.shift {
d.lock = Some((d.end, None));
} else if !mods.shift {
d.lock = None;
}
if d.mods.space && !mods.space {
// Resize again from where the corner is, not where the pointer is.
d.offset = (d.end.x - d.last.x, d.end.y - d.last.y);
}
d.mods = mods;
}
/// The selection's corners in global logical coordinates.
pub fn corners(&self) -> Option<(Point, Point)> {
let Selection::Dragging(d) = self else { return None };
if d.mods.alt {
let opposite = Point { x: 2.0 * d.start.x - d.end.x, y: 2.0 * d.start.y - d.end.y };
Some((opposite, d.end))
} else {
Some((d.start, d.end))
}
}
/// Ends the drag at `p` and returns its corners. Back to `Idle` either way.
pub fn release(&mut self, p: Point) -> Option<(Point, Point)> {
self.motion(p);
let corners = self.corners();
*self = Selection::Idle;
corners
}
/// Space switches to window mode only before a drag starts.
pub fn allows_window_switch(&self) -> bool {
*self == Selection::Idle
}
}
Note: with Shift held while idle, the first drag starts without a lock; set_mods before the press stores nothing (the overlay passes the current modifiers to set_mods right after press, see below). Update the older selection tests that used Selection::Dragging { .. } patterns to use corners().
- Step 3: Overlay wiring —
region.rs: addmods: ModstoOverlay(default);pub fn modifiers(&mut self, m: Modifiers)→self.mods.shift = m.shift; self.mods.alt = m.alt;thenself.selection.set_mods(self.mods)and redraw the anchor;pub fn space(&mut self, down: bool)→ ifdown && self.selection.allows_window_switch()→switch_to_window(), elseself.mods.space = down; self.selection.set_mods(self.mods); afterself.selection.press(p)callself.selection.set_mods(self.mods)so modifiers already held apply;selection_onusesself.selection.corners().
wayland.rs: press_key Space → overlay.space(true) (replacing switch_to_window); release_key (name its KeyEvent argument) → if event.keysym == Keysym::space && let Some(o) = &mut self.overlay { o.space(false) }; update_modifiers → also if let Some(o) = &mut self.overlay { o.modifiers(modifiers) }.
- Step 4: Run (+7), clippy, fmt. Step 5: Commit
feat: Shift, Alt and Space while selecting a region.
Task 2: The size label
Files: src/render.rs, src/region.rs.
Produces: render::label_origin(pointer: (f64, f64), label: (u32, u32), surface: (u32, u32), gap: f64) -> (u32, u32) (physical px); render::blend(dst: &mut [u8], dst_width: u32, src: &tiny_skia::Pixmap, at: (u32, u32)) (premultiplied over XRGB, clipped); render::size_text(rect: PixelRect) -> String ("640 × 480").
- Step 1: Failing tests —
render.rstests:
#[test]
fn label_sits_below_right_of_the_pointer() {
assert_eq!(label_origin((100.0, 100.0), (80, 24), (1920, 1080), 16.0), (116, 116));
}
#[test]
fn label_flips_at_edges() {
assert_eq!(label_origin((1900.0, 100.0), (80, 24), (1920, 1080), 16.0), (1900 - 16 - 80, 116));
assert_eq!(label_origin((100.0, 1070.0), (80, 24), (1920, 1080), 16.0), (116, 1070 - 16 - 24));
assert_eq!(label_origin((1900.0, 1070.0), (80, 24), (1920, 1080), 16.0), (1804, 1030));
// Tiny outputs: never negative.
assert_eq!(label_origin((5.0, 5.0), (80, 24), (60, 20), 16.0), (0, 0));
}
#[test]
fn size_text_uses_the_multiplication_sign() {
let r = PixelRect { x: 3, y: 4, width: 640, height: 480 };
assert_eq!(size_text(r), "640 × 480");
}
#[test]
fn blend_draws_over_and_clips() {
let (w, h) = (4u32, 2u32);
let mut dst = vec![100u8; (w * h * 4) as usize];
let mut src = tiny_skia::Pixmap::new(2, 2).unwrap();
src.fill(tiny_skia::Color::from_rgba8(255, 0, 0, 255));
blend(&mut dst, w, &src, (3, 0));
assert_eq!(px(&dst, w, 3, 0)[..3], [0, 0, 255], "BGR red, opaque");
assert_eq!(px(&dst, w, 2, 0)[..3], [100, 100, 100], "left of it untouched");
let mut half = tiny_skia::Pixmap::new(1, 1).unwrap();
half.fill(tiny_skia::Color::from_rgba8(0, 0, 0, 128));
blend(&mut dst, w, &half, (0, 1));
assert!((px(&dst, w, 0, 1)[0] as i32 - 50).abs() <= 1, "half black over 100");
}
(PixelRect is available in tests through the existing #[cfg(test)] use.) Run → compile errors.
- Step 2: Implement (in
render.rs, non-test):
/// Where a `label`-sized box goes next to the pointer: `gap` px right of and
/// below it, or on the other side where it would leave the surface.
pub fn label_origin(pointer: (f64, f64), label: (u32, u32), surface: (u32, u32), gap: f64) -> (u32, u32) {
let place = |p: f64, len: u32, max: u32| {
let after = p + gap;
let v = if after + len as f64 <= max as f64 { after } else { p - gap - len as f64 };
v.clamp(0.0, max.saturating_sub(len) as f64) as u32
};
(place(pointer.0, label.0, surface.0), place(pointer.1, label.1, surface.1))
}
/// `W × H` of a selection in physical pixels.
pub fn size_text(r: crate::frame::PixelRect) -> String {
format!("{} × {}", r.width, r.height)
}
/// Draws premultiplied `src` over the XRGB8888 `dst` at `at`, clipped.
pub fn blend(dst: &mut [u8], dst_width: u32, src: &tiny_skia::Pixmap, at: (u32, u32)) {
let dst_height = (dst.len() / 4) as u32 / dst_width.max(1);
for sy in 0..src.height() {
let y = at.1 + sy;
if y >= dst_height {
break;
}
for sx in 0..src.width() {
let x = at.0 + sx;
if x >= dst_width {
break;
}
let s = src.pixel(sx, sy).expect("in bounds");
let i = ((y * dst_width + x) * 4) as usize;
let inv = 255 - s.alpha() as u16;
let over = |d: u8, c: u8| (c as u16 + (d as u16 * inv + 127) / 255) as u8;
dst[i] = over(dst[i], s.blue());
dst[i + 1] = over(dst[i + 1], s.green());
dst[i + 2] = over(dst[i + 2], s.red());
}
}
}
region.rs: Overlay gains pointer: Option<(usize, (f64, f64))> (surface index and surface-local logical position) updated on Enter/Motion. In Surface::draw (the caller passes the label): after render::compose, if there is a selection on this surface and the pointer is on it, build let scale = s.width as f64 / s.geom.width as f64; let text = render::size_text(rect); let size = ((crate::toolbar::draw::measure(&text) + 12.0) * scale).ceil() as u32 wide and ((crate::toolbar::draw::LABEL * 1.2 + 12.0) * scale).ceil() as u32 tall; let pill = crate::toolbar::draw::pill(size, scale as f32, &text); then render::blend(canvas, width, &pill, render::label_origin((px * scale, py * scale), (pill.width(), pill.height()), (width, height), 16.0 * scale)). Pass the label into draw as an Option<(String, (f64, f64))> computed by redraw.
- Step 3: Run (+4), clippy, fmt. Step 4: Smoke (tell the user): not possible without dragging; covered by the checklist. Step 5: Commit
feat: size label while selecting a region.
Task 3: Window shadow
Files: create src/shadow.rs; src/config.rs (Capture.window_shadow: bool, default false); src/main.rs (mod shadow;, apply in window_shot).
Produces: shadow::add(image: &RgbaImage) -> RgbaImage; PAD = 40, OFFSET_Y = 12, BLUR = 20, OPACITY = 0.5.
- Step 1: Failing tests (
shadow.rs):
#[cfg(test)]
mod tests {
use super::*;
use image::Rgba;
fn window() -> RgbaImage {
RgbaImage::from_pixel(100, 60, Rgba([200, 100, 50, 255]))
}
#[test]
fn the_image_grows_by_the_padding() {
let out = add(&window());
assert_eq!(out.dimensions(), (100 + 2 * PAD, 60 + 2 * PAD));
}
#[test]
fn the_window_is_unchanged_in_the_middle() {
let out = add(&window());
assert_eq!(out.get_pixel(PAD + 50, PAD + 30).0, [200, 100, 50, 255]);
}
#[test]
fn the_shadow_is_below_and_fades_out() {
let out = add(&window());
let below = out.get_pixel(PAD + 50, PAD + 60 + 8).0;
let above = out.get_pixel(PAD + 50, PAD - 8).0;
assert_eq!(&below[..3], &[0, 0, 0]);
assert!(below[3] > 40, "{below:?}");
assert!(below[3] > above[3], "offset down: {below:?} vs {above:?}");
assert_eq!(out.get_pixel(0, 0).0[3], 0, "far corner clear");
}
#[test]
fn rounded_corners_are_followed() {
let mut w = window();
for (x, y) in [(0, 0), (1, 0), (0, 1)] {
w.put_pixel(x, y, Rgba([0, 0, 0, 0]));
}
let out = add(&w);
assert_eq!(out.get_pixel(PAD, PAD).0[3] < 255, true, "the transparent corner stays see-through");
}
}
Run → compile errors.
- Step 2: Implement
//! A macOS-style soft shadow around window shots.
use image::{Rgba, RgbaImage};
pub const PAD: u32 = 40;
pub const OFFSET_Y: u32 = 12;
pub const BLUR: u32 = 20;
pub const OPACITY: f32 = 0.5;
/// `image` on a transparent canvas `PAD` px larger on every side, over a
/// blurred, offset copy of its own alpha in black.
pub fn add(image: &RgbaImage) -> RgbaImage {
let (w, h) = image.dimensions();
let (cw, ch) = (w + 2 * PAD, h + 2 * PAD);
let mut alpha = vec![0f32; (cw * ch) as usize];
for (x, y, p) in image.enumerate_pixels() {
let (sx, sy) = (x + PAD, y + PAD + OFFSET_Y);
if sy < ch {
alpha[(sy * cw + sx) as usize] = p.0[3] as f32 / 255.0;
}
}
// Three box blurs approximate a Gaussian of about BLUR / 2 sigma.
let r = (BLUR / 3).max(1) as usize;
for _ in 0..3 {
alpha = box_blur(&alpha, cw as usize, ch as usize, r);
}
let mut out = RgbaImage::from_fn(cw, ch, |x, y| {
let a = (alpha[(y * cw + x) as usize] * OPACITY * 255.0).round() as u8;
Rgba([0, 0, 0, a])
});
for (x, y, p) in image.enumerate_pixels() {
let dst = out.get_pixel_mut(x + PAD, y + PAD);
*dst = over(*p, *dst);
}
out
}
/// Straight-alpha `top` over `bottom`.
fn over(top: Rgba<u8>, bottom: Rgba<u8>) -> Rgba<u8> {
let ta = top.0[3] as f32 / 255.0;
let ba = bottom.0[3] as f32 / 255.0;
let a = ta + ba * (1.0 - ta);
if a <= 0.0 {
return Rgba([0, 0, 0, 0]);
}
let mix = |t: u8, b: u8| ((t as f32 * ta + b as f32 * ba * (1.0 - ta)) / a).round() as u8;
Rgba([mix(top.0[0], bottom.0[0]), mix(top.0[1], bottom.0[1]), mix(top.0[2], bottom.0[2]), (a * 255.0).round() as u8])
}
/// A separable box blur of radius `r` (horizontal then vertical).
fn box_blur(src: &[f32], w: usize, h: usize, r: usize) -> Vec<f32> {
let n = (2 * r + 1) as f32;
let mut tmp = vec![0f32; src.len()];
for y in 0..h {
let row = &src[y * w..(y + 1) * w];
let mut sum: f32 = (0..=r).map(|i| row.get(i).copied().unwrap_or(0.0)).sum();
for x in 0..w {
tmp[y * w + x] = sum / n;
if let Some(v) = row.get(x + r + 1) { sum += v; }
if x >= r { sum -= row[x - r]; }
}
}
let mut out = vec![0f32; src.len()];
for x in 0..w {
let at = |y: usize| tmp[y * w + x];
let mut sum: f32 = (0..=r.min(h - 1)).map(at).sum();
for y in 0..h {
out[y * w + x] = sum / n;
if y + r + 1 < h { sum += at(y + r + 1); }
if y >= r { sum -= at(y - r); }
}
}
out
}
config.rs: Capture { show_cursor, window_shadow } (default false); main.rs: window_shot(outputs, cursor, shadow: bool) applies shadow::add(&image) when shadow; both call sites pass config.capture.window_shadow.
- Step 3: Run (+4 and a config default check added to
partial_file_keeps_other_defaults:assert!(!config.capture.window_shadow)), clippy, fmt. Step 4: Commitfeat: optional shadow around window shots.
Task 4: Synthesised sounds and the combo
Files: create src/sound/mod.rs (pub mod combo; pub mod synth;), src/sound/synth.rs, src/sound/combo.rs; src/main.rs: mod sound; (+ a temporary dead-code allowance until Task 5).
Produces: synth::{RATE, shutter() -> Vec<f32>, speed(&[f32], f32) -> Vec<f32>, partials(position: f32) -> Vec<(f32, f32)>, glide(from: f32, to: f32, secs: f32) -> Vec<f32>, sound(n: u8) -> Vec<f32>, wav(&[f32]) -> Vec<u8>}; combo::{next(prev: Option<(u8, u64)>, now_ms: u64, reset_ms: u64) -> u8, load(&Path) -> Option<(u8, u64)>, save(&Path, u8, u64) -> Result<()>}.
- Step 1: Failing tests
synth.rs:
#[cfg(test)]
mod tests {
use super::*;
fn peak(s: &[f32]) -> f32 {
s.iter().fold(0.0, |m, v| m.max(v.abs()))
}
#[test]
fn the_shutter_is_short_and_never_clips() {
let s = shutter();
let ms = s.len() as f32 * 1000.0 / RATE as f32;
assert!((140.0..=160.0).contains(&ms), "{ms} ms");
assert!(peak(&s) <= 0.95 && peak(&s) > 0.3);
assert!(s.last().unwrap().abs() < 0.01, "ends quietly (no pop)");
}
#[test]
fn faster_is_shorter() {
let s = shutter();
assert_eq!(speed(&s, 1.6).len(), (s.len() as f32 / 1.6).ceil() as usize);
}
#[test]
fn sounds_escalate_then_loop() {
let lens: Vec<usize> = (1..=5).map(|n| sound(n).len()).collect();
assert!(lens.windows(2).all(|w| w[1] < w[0]), "{lens:?}");
assert!(sound(6).len() > sound(5).len(), "6 adds the glide");
assert_eq!(sound(6).len(), sound(7).len());
for n in 1..=7 {
assert!(peak(&sound(n)) <= 0.95, "sound {n} clips");
}
}
#[test]
fn the_glide_returns_to_its_start_an_octave_up() {
let start = partials(0.0);
let end = partials(1.0);
for (f, a) in start.iter().filter(|p| p.1 > 0.01) {
let twin = end.iter().find(|p| (p.0 - f).abs() < 0.01).expect("same frequency an octave later");
assert!((twin.1 - a).abs() < 1e-3, "{f} Hz: {a} vs {}", twin.1);
}
}
#[test]
fn wav_header() {
let w = wav(&[0.0, 0.5, -0.5]);
assert_eq!(&w[0..4], b"RIFF");
assert_eq!(&w[8..16], b"WAVEfmt ");
assert_eq!(u32::from_le_bytes(w[24..28].try_into().unwrap()), RATE);
assert_eq!(w.len(), 44 + 3 * 2);
assert_eq!(i16::from_le_bytes(w[46..48].try_into().unwrap()), 16383);
}
}
combo.rs:
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn counts_up_then_alternates_six_and_seven() {
let mut prev = None;
let mut seen = Vec::new();
for i in 0..11u64 {
let n = next(prev, i * 1000, 5000);
seen.push(n);
prev = Some((n, i * 1000));
}
assert_eq!(seen, [1, 2, 3, 4, 5, 6, 7, 6, 7, 6, 7]);
}
#[test]
fn a_pause_resets() {
assert_eq!(next(Some((4, 1000)), 7000, 5000), 1);
assert_eq!(next(Some((4, 1000)), 5999, 5000), 5);
assert_eq!(next(None, 0, 5000), 1);
assert_eq!(next(Some((3, 9000)), 1000, 5000), 1, "a clock going backwards");
}
#[test]
fn state_file_round_trip_and_broken_files() {
let dir = tempfile::tempdir().unwrap();
let path = dir.path().join("valw-combo");
assert_eq!(load(&path), None);
save(&path, 6, 123456).unwrap();
assert_eq!(load(&path), Some((6, 123456)));
std::fs::write(&path, "garbage").unwrap();
assert_eq!(load(&path), None);
std::fs::write(&path, "9 5").unwrap();
assert_eq!(load(&path), None, "out of range");
}
}
Run → compile errors.
- Step 2: Implement
synth.rs
//! The shutter sounds, synthesised: no samples, no licences.
use std::f32::consts::TAU;
pub const RATE: u32 = 44_100;
const SPEEDS: [f32; 5] = [1.00, 1.12, 1.25, 1.40, 1.60];
const LOOP_SPEED: f32 = 1.80;
const GLIDE_SECS: f32 = 0.4;
/// The Shepard tone: octave-spaced partials from BASE Hz under a bell
/// centred on CENTRE Hz (log scale).
const BASE: f32 = 55.0;
const PARTIALS: i32 = 9;
const CENTRE: f32 = 660.0;
const WIDTH_OCTAVES: f32 = 1.4;
/// A deterministic noise source (xorshift), so every build sounds the same.
struct Noise(u32);
impl Noise {
fn next(&mut self) -> f32 {
self.0 ^= self.0 << 13;
self.0 ^= self.0 >> 17;
self.0 ^= self.0 << 5;
self.0 as f32 / u32::MAX as f32 * 2.0 - 1.0
}
}
fn secs(n: usize) -> f32 {
n as f32 / RATE as f32
}
/// A two-part mechanical "tak-shk", about 150 ms.
pub fn shutter() -> Vec<f32> {
let len = (0.150 * RATE as f32) as usize;
let mut noise = Noise(0x1234_5678);
let (mut low, mut high_prev, mut high) = (0.0f32, 0.0f32, 0.0f32);
let mut out = Vec::with_capacity(len);
for i in 0..len {
let t = secs(i);
let n = noise.next();
// Click: bright, 0.5 ms attack, ~6 ms decay.
let click = n * (t / 0.0005).min(1.0) * (-t / 0.006).exp();
// "shk": band-passed noise from 60 ms, ~30 ms decay, softer.
low += 0.25 * (n - low);
high = 0.9 * (high + low - high_prev);
high_prev = low;
let u = t - 0.060;
let shk = if u >= 0.0 { high * 0.9 * (u / 0.002).min(1.0) * (-u / 0.03).exp() } else { 0.0 };
out.push(click * 0.8 + shk);
}
fade_out(&mut out, 0.010);
normalise(&mut out, 0.9);
out
}
/// `samples` played `factor` times faster (shorter and higher).
pub fn speed(samples: &[f32], factor: f32) -> Vec<f32> {
let len = (samples.len() as f32 / factor).ceil() as usize;
(0..len)
.map(|i| {
let pos = i as f32 * factor;
let j = pos as usize;
let frac = pos - j as f32;
let a = samples.get(j).copied().unwrap_or(0.0);
let b = samples.get(j + 1).copied().unwrap_or(0.0);
a + (b - a) * frac
})
.collect()
}
/// The Shepard tone's partials `(frequency, amplitude)` at `position`
/// octaves (0..1) along the glide. Amplitude depends only on frequency, so
/// position 1 sounds like position 0.
pub fn partials(position: f32) -> Vec<(f32, f32)> {
(-1..PARTIALS)
.map(|k| {
let f = BASE * 2f32.powf(k as f32 + position);
let d = (f / CENTRE).log2() / WIDTH_OCTAVES;
(f, (-0.5 * d * d).exp())
})
.collect()
}
/// A Shepard glide from `from` to `to` octaves over `secs` seconds.
pub fn glide(from: f32, to: f32, secs_long: f32) -> Vec<f32> {
let len = (secs_long * RATE as f32) as usize;
let count = partials(0.0).len();
let mut phases = vec![0f32; count];
let mut out = Vec::with_capacity(len);
for i in 0..len {
let position = from + (to - from) * i as f32 / len as f32;
let mut v = 0.0;
for (p, (f, a)) in phases.iter_mut().zip(partials(position)) {
*p = (*p + TAU * f / RATE as f32) % TAU;
v += a * p.sin();
}
out.push(v);
}
fade_in(&mut out, 0.010);
fade_out(&mut out, 0.040);
normalise(&mut out, 0.5);
out
}
/// The sound for shot `n` of a combo (1–7).
pub fn sound(n: u8) -> Vec<f32> {
match n {
1..=5 => speed(&shutter(), SPEEDS[n as usize - 1]),
6 | 7 => {
let mut s = speed(&shutter(), LOOP_SPEED);
let half = if n == 6 { (0.0, 0.5) } else { (0.5, 1.0) };
s.extend(glide(half.0, half.1, GLIDE_SECS));
s
}
_ => sound(1),
}
}
/// 16-bit mono PCM WAV.
pub fn wav(samples: &[f32]) -> Vec<u8> {
let data = (samples.len() * 2) as u32;
let mut w = Vec::with_capacity(44 + data as usize);
w.extend_from_slice(b"RIFF");
w.extend_from_slice(&(36 + data).to_le_bytes());
w.extend_from_slice(b"WAVEfmt ");
w.extend_from_slice(&16u32.to_le_bytes());
w.extend_from_slice(&1u16.to_le_bytes()); // PCM
w.extend_from_slice(&1u16.to_le_bytes()); // mono
w.extend_from_slice(&RATE.to_le_bytes());
w.extend_from_slice(&(RATE * 2).to_le_bytes());
w.extend_from_slice(&2u16.to_le_bytes());
w.extend_from_slice(&16u16.to_le_bytes());
w.extend_from_slice(b"data");
w.extend_from_slice(&data.to_le_bytes());
for s in samples {
let v = (s.clamp(-1.0, 1.0) * 32767.0).round() as i16;
w.extend_from_slice(&v.to_le_bytes());
}
w
}
fn fade_in(s: &mut [f32], secs_long: f32) {
let n = ((secs_long * RATE as f32) as usize).min(s.len());
for (i, v) in s[..n].iter_mut().enumerate() {
*v *= i as f32 / n as f32;
}
}
fn fade_out(s: &mut [f32], secs_long: f32) {
let n = ((secs_long * RATE as f32) as usize).min(s.len());
let len = s.len();
for (i, v) in s[len - n..].iter_mut().enumerate() {
*v *= 1.0 - (i + 1) as f32 / n as f32;
}
}
fn normalise(s: &mut [f32], peak: f32) {
let max = s.iter().fold(0.0f32, |m, v| m.max(v.abs()));
if max > 0.0 {
for v in s.iter_mut() {
*v *= peak / max;
}
}
}
(The wav test expects 0.5 → 16383: (0.5 * 32767).round() = 16384; adjust the test to 16384 if that is what it yields — the rounding rule is the implementation's — and ledger it.)
- Step 3: Implement
combo.rs
//! Which shot of a combo this is, shared between `valw` runs.
use std::path::Path;
use anyhow::Result;
/// The number for a shot at `now_ms`, given the previous shot.
pub fn next(prev: Option<(u8, u64)>, now_ms: u64, reset_ms: u64) -> u8 {
match prev {
Some((n, at)) if now_ms >= at && now_ms - at < reset_ms => match n {
7 => 6,
n => n + 1,
},
_ => 1,
}
}
/// `(number, unix ms)` of the last shot, if the file makes sense.
pub fn load(path: &Path) -> Option<(u8, u64)> {
let text = std::fs::read_to_string(path).ok()?;
let mut parts = text.split_whitespace();
let n: u8 = parts.next()?.parse().ok()?;
let at: u64 = parts.next()?.parse().ok()?;
(1..=7).contains(&n).then_some((n, at))
}
pub fn save(path: &Path, n: u8, at_ms: u64) -> Result<()> {
crate::output::write_atomic(path, format!("{n} {at_ms}\n").as_bytes())
}
- Step 4: Run (+8), clippy, fmt. Step 5: Commit
feat: synthesised shutter sounds and the combo count.
Task 5: Playing, settings, toolbar option, packaging
Files: src/sound/mod.rs, src/config.rs, src/main.rs, src/toolbar/{state,layout,draw,mod}.rs, nix/package.ulu.nix.
Produces: config::Sound { enabled: bool, volume: f32, combo_reset_secs: u64 } (defaults true, 0.6, 5; validation volume in 0–1 and finite, combo_reset_secs in 1–60); sound::play(config: &config::Sound, enabled: bool); Common.toolbar_sound: Option<bool> + wants_sound(&Common, &Config) -> bool; toolbar ToolbarState.sound, MenuItem::Sound ("Play sound"), Picked.sound; hidden valw __combo-demo (plays 1…7, 6, 7 with 0.5 s gaps, for tuning).
-
Step 1: Failing tests
-
config.rs:sound_defaults_and_bounds— defaults (true, 0.6, 5);volume = 1.5→ error "sound.volume must be between 0 and 1";volume = nan→ same error;combo_reset_secs = 0→ "sound.combo_reset_secs must be between 1 and 60". -
main.rs: intoolbar_options_win_over_the_config_both_waysaddsoundto the pick and assertwants_soundboth ways;flag_conflicts:parses(&["__combo-demo"]); help hides__combo-demo. -
toolbar::statetests:ToolbarStategainssound(defaults fromsound.enabled; round trip includes it);toolbar::layoutmenu rows now end withMenuItem::Sound. -
sound/mod.rs:
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn the_cache_holds_seven_wavs() {
let dir = tempfile::tempdir().unwrap();
for n in 1..=7 {
let path = cached(dir.path(), n).unwrap();
assert!(path.ends_with(format!("{n}.wav")));
assert_eq!(&std::fs::read(&path).unwrap()[0..4], b"RIFF");
}
}
}
Run → compile errors.
- Step 2: Implement
sound/mod.rs:
//! The combo shutter sound, played with PipeWire's `pw-play`.
pub mod combo;
pub mod synth;
use std::path::{Path, PathBuf};
use std::time::{SystemTime, UNIX_EPOCH};
use anyhow::{Context, Result};
use crate::config;
fn runtime_dir() -> PathBuf {
crate::lock::default_path().parent().map(Path::to_path_buf).unwrap_or_else(std::env::temp_dir)
}
/// The WAV for shot `n`, written into `dir` the first time.
fn cached(dir: &Path, n: u8) -> Result<PathBuf> {
let path = dir.join(format!("{n}.wav"));
if !path.exists() {
std::fs::create_dir_all(dir).with_context(|| format!("could not create {}", dir.display()))?;
crate::output::write_atomic(&path, &synth::wav(&synth::sound(n)))?;
}
Ok(path)
}
/// Plays the next sound of the combo, unless sounds are off. Never fails the
/// capture: problems are logged.
pub fn play(config: &config::Sound, enabled: bool) {
if !enabled {
return;
}
let now = SystemTime::now().duration_since(UNIX_EPOCH).map(|d| d.as_millis() as u64).unwrap_or(0);
let state = runtime_dir().join("valw-combo");
let n = combo::next(combo::load(&state), now, config.combo_reset_secs * 1000);
if let Err(e) = combo::save(&state, n, now) {
tracing::warn!("could not remember the combo: {e:#}");
}
if let Err(e) = spawn(n, config.volume) {
tracing::warn!("no shutter sound: {e:#}");
}
}
fn spawn(n: u8, volume: f32) -> Result<()> {
use std::os::unix::process::CommandExt;
let path = cached(&runtime_dir().join("valw-sound"), n)?;
let mut command = std::process::Command::new("pw-play");
command
.arg(format!("--volume={volume}"))
.arg(&path)
.stdin(std::process::Stdio::null())
.stdout(std::process::Stdio::null())
.stderr(std::process::Stdio::null());
// SAFETY: setsid is async-signal-safe.
unsafe {
command.pre_exec(|| rustix::process::setsid().map(drop).map_err(Into::into));
}
command.spawn().context("could not start pw-play")?;
Ok(())
}
/// `valw __combo-demo`: the whole combo, for tuning by ear.
pub fn demo(config: &config::Sound) -> Result<()> {
for n in [1, 2, 3, 4, 5, 6, 7, 6, 7] {
spawn(n, config.volume)?;
std::thread::sleep(std::time::Duration::from_millis(500));
}
Ok(())
}
main.rs: Common.toolbar_sound: Option<bool> (#[arg(skip)]); fn wants_sound(common, config) -> bool { common.toolbar_sound.unwrap_or(config.sound.enabled) }; in capture, right after the let (shots, clip, source) = match mode { … }; block: sound::play(&config.sound, wants_sound(&common, &config)); (compute let sound_on = wants_sound(&common, &config); early next to cursor/preview, since common.output moves later); from_toolbar sets toolbar_sound: Some(pick.sound); hidden #[command(name = "__combo-demo", hide = true)] ComboDemo → sound::demo(&config::load(&config::default_path())?.sound).
Toolbar: ToolbarState.sound: bool (File.sound: Option<bool>, default config.sound.enabled); MenuItem::Sound row "Play sound" appended to MENU; draw::bar treats MenuItem::Sound like Cursor (state.sound); Toolbar::pointer toggles it; Picked.sound; run returns it.
nix/package.ulu.nix: --suffix PATH : ${lib.makeBinPath [ pkgs.satty pkgs.pipewire ]}.
-
Step 3: Run (all pass), clippy, fmt. Remove the Task 4 allowance.
-
Step 4: Listen (tell the user first: it plays sounds):
valw __combo-demoonce in the dev shell (pw-playis on the system), and read the log for warnings. Record what was heard in the ledger; tuning by ear is the user's in the checklist. -
Step 5: Commit
feat: combo shutter sound.
Task 6: Checks and checklist
nix flake check -L --keep-goingpasses.- Append to
docs/test-checklist.md:
## Polish
- [ ] Region: while dragging, a `W × H` label follows the pointer (physical pixels, same as the saved PNG), flipping near the edges.
- [ ] Shift locks the dimension you move first; Alt grows from the centre; Space held moves the selection, and after letting go resizing continues without a jump; Space before a drag still switches to window mode.
- [ ] `[capture] window_shadow = true`: window shots get a soft shadow following the rounded corners; preview, clipboard and file all have it.
- [ ] Shots in quick succession play sounds 1 → 5 getting faster and brighter, then 6, 7, 6, 7 rising endlessly; after a 5 s pause it starts at 1 again. `valw __combo-demo` plays the whole sequence for tuning.
- [ ] `[sound] enabled = false`, `volume`, `combo_reset_secs` take effect; the toolbar's Play sound option overrides the config; no `pw-play` → no sound, capture still works (warning in the log).
- Commit
docs: polish checklist.