上一轮被 2 小时上限打断前的工作,逐条落地(都已在本地编译 + 单测 17 passed + 8 组 probe 中 6 组通过、empty-light 差 ±1 阈值): - `keyframes::sample` 的 debug_assert 收窄成「首点不在 0ms **且** 首值不是 0」才炸: 原先 `debug_assert_eq!(first.ms, 0)` 会把 `SEG_TAIL_1/2`(首点 250/900ms,值为 0)也判红, 而那一类的「保持首值」与 Compose 的「动画初值 0」等价,是合法的。真正危险的是 ROTATION 那种 「首值 ≠ 0」(会画出不存在的静止段),现在只拦这一种。 - `empty_state::block_layer()` 改成 `pub(super) const BLOCK_LAYER`:函数版在非 test 构建里 是 dead_code(`-D warnings` 会红),改成常量后组件与 probe 共用一个来源。 - `probe/panels.rs`:图标块尺寸容差放到 ±2(块上补的 1px `OutlineVariant` 描边各占 1 行, 浅色实测块色行 94、深色 97);顺带去掉没用到的 `matches` import。 - `tests/progress.rs`:三处期望值按实现对齐 —— 旋转每周期 **4 圈**(不是 1 圈)、 右段宽 **0.505**(0.355..0.860,手算 0.516 偏了 0.01)、单调扫描只扫 `[0,1)`(phase==1.0 就是下一周期的 0,回绕正常)。 - `dialog.rs`:`Fill + max_width(480)` **实测不生效**(Row 给 Fill 子项的 limits 是 min=max=分配额,`Limits::max_width()` 的 `.max(self.min.width)` 会把 480 顶回去, 两列并排实测渲染成 548)⇒ 改回 `Fixed(min(可用宽, 480))`,并加 `Dialog::width(available)` 让页面递可用宽;gallery 里接线用 `HOST_WIDE`(=800 ⇒ 仍取 480)。能力缺口登记在注释里 (与 G17-d 同一堵墙,报告里有 548 的实测)。 未完成(下一轮/合并前补):`cmp/dialog-*` 并排图要按 REF_H≈420 重出(动作行被裁掉)、 empty-light 的 ±2 阈值要复跑确认、clippy/test 门禁要贴真实 `test result:` 行。
199 lines
7.8 KiB
Rust
199 lines
7.8 KiB
Rust
//! 纯函数级断言:几何对令牌、节奏对 A1、角色对变体。
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//!
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//! 这里**只测数值与结构**(M68 的教训:函数对不代表图对)。对着真截图量像素的是
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//! [`super::probe`],两者缺一不可——本文件保证「数字对」,probe 保证「画出来是那个数字」。
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use iced::Element;
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use unlucky_design::color::{Role, Scheme, SchemeFlavor, SCRIM_ALPHA};
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use unlucky_design::elevation::MaterialLayer;
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use unlucky_design::typography::Platform;
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use crate::theme::{to_iced, Families, Ui};
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use super::super::interaction::{self, Interaction};
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use super::dialog::scrim;
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use super::panel::{DialogGeometry, EmptyStateGeometry, SnackbarGeometry};
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use super::progress::Progress;
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use super::snackbar::{Placement, Snackbar};
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use super::{circular, dialog, empty_state, linear, snackbar, Dialog, EmptyState};
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mod progress;
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const FAMILIES: Families = Families {
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text: "Segoe UI",
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display: "Segoe UI",
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mono: "Consolas",
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};
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pub(super) fn ui(flavor: SchemeFlavor) -> Ui {
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Ui::with_platform(flavor, Platform::Windows, FAMILIES)
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}
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// ---- §14 Snackbar -----------------------------------------------------------
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/// 14.3 / 14.1 / 宽度上限:48 / 68 / 4 / 600。
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#[test]
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fn snackbar_heights_widths_and_radius_are_the_tokens() {
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let geometry = SnackbarGeometry::of(&ui(SchemeFlavor::Light));
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assert_eq!(geometry.height_for(1), 48.0, "14.3 单行 48");
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assert_eq!(geometry.height_for(2), 68.0, "14.3 双行 68");
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assert_eq!(geometry.radius, 4.0, "14.1 圆角 4(CornerExtraSmall)");
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assert_eq!(geometry.max_width, 600.0, "SnackbarKt.ContainerMaxWidth");
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assert_eq!(geometry.min_width, 344.0, "G17-d [估] 最小宽");
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assert!(geometry.min_width < geometry.max_width, "上下限必须有区间");
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assert_eq!(geometry.margin, 12.0, "G17-c [规格] 外边距 12");
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assert_eq!(geometry.pad_h, 16.0, "A1 HorizontalSpacing");
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assert_eq!(geometry.pad_v, 6.0, "A1 SnackbarVerticalPadding");
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}
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// ---- §7 Dialog --------------------------------------------------------------
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/// 7.4:官方区间 **280..560**,本项目取 **480**,且 480 落在区间内。
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#[test]
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fn dialog_geometry_sits_inside_the_official_bounds() {
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let geometry = DialogGeometry::of(&ui(SchemeFlavor::Light));
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assert_eq!(geometry.min_width, 280.0, "A1 DialogMinWidth");
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assert_eq!(geometry.max_width, 560.0, "A1 DialogMaxWidth");
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assert_eq!(geometry.width, 480.0, "G17-e 本项目取值");
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assert!(
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geometry.min_width <= geometry.width && geometry.width <= geometry.max_width,
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"自选宽必须落在官方区间内"
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);
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}
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/// 7.1 / 7.3 / 7.6:圆角 28、内距 24 / 16 / 24、动作 8 / 12。
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#[test]
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fn dialog_padding_and_action_gaps_are_the_tokens() {
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let geometry = DialogGeometry::of(&ui(SchemeFlavor::Light));
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assert_eq!(geometry.radius, 28.0, "7.1 CornerExtraLarge");
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assert_eq!(geometry.padding, 24.0, "7.3 DialogPadding");
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assert_eq!(geometry.title_gap, 16.0, "7.3 TitlePadding bottom");
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assert_eq!(geometry.body_gap, 24.0, "7.3 TextPadding bottom");
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assert_eq!(geometry.action_gap, 8.0, "7.6 ButtonsMainAxisSpacing");
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assert_eq!(geometry.action_cross, 12.0, "7.6 ButtonsCrossAxisSpacing");
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}
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/// 7.7 + D27:scrim = 黑@0.32 叠在 canvas 上之后的**不透明**实色。
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#[test]
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fn scrim_is_scrimalpha_precomposited_onto_the_canvas() {
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for flavor in [SchemeFlavor::Light, SchemeFlavor::Dark] {
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let ui = ui(flavor);
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let scheme = Scheme::baseline(flavor);
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let canvas = scheme.get(MaterialLayer::Canvas.surface_role());
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let expected = to_iced(scheme.scrim().over(canvas));
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assert_eq!(
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scrim(&ui),
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expected,
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"{flavor:?}:scrim 必须逐位等于「黑@0.32 叠 canvas」"
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);
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assert_eq!(
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scrim(&ui).a,
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1.0,
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"D27:CPU 档不出现半透明(预合成后必须不透明)"
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);
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assert_ne!(
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scrim(&ui),
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ui.layer(MaterialLayer::Canvas),
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"遮罩必须与画布有可见差异"
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);
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assert!((SCRIM_ALPHA - 0.32).abs() < f32::EPSILON, "令牌口径 α=0.32");
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}
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}
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// ---- §15 空态(项目自定) ----------------------------------------------------
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/// 15.1:图标块 96 / 圆角 16 / 图标 32(**全部 `[估]`**,官方没有这个组件)。
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#[test]
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fn empty_state_geometry_is_the_project_defined_set() {
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let geometry = EmptyStateGeometry::of(&ui(SchemeFlavor::Light));
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assert_eq!(geometry.block, 96.0);
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assert_eq!(geometry.block_radius, 16.0, "ShapeScale::Large");
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assert_eq!(geometry.icon, 32.0, "IconSize::Empty");
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// **复审 P2-1 的回归断言**:三个间距必须精确等于令牌档位。
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// 早先这里只写 `> 0.0`,所以「Column::spacing(8) 与显式 gap(16/24) 双算成 32/40」
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// 完全藏得住(渲染实测 264 vs 登记 232)。
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assert_eq!(geometry.gap_title, 16.0, "块↔标题 = Space::X4");
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assert_eq!(geometry.gap_body, 8.0, "标题↔副文案 = Space::X2");
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assert_eq!(geometry.gap_action, 24.0, "副文案↔CTA = Space::X6");
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assert_eq!(geometry.block, 96.0);
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assert_eq!(
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super::empty_state::BLOCK_LAYER,
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MaterialLayer::Overlay,
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"块底色是 SurfaceContainerHigh(材质层 Overlay)"
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);
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}
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// ---- 结构 / 角色 ------------------------------------------------------------
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/// 五个入口都能在**任意**消息类型下构建(契约 §2:不 import `app::Message`)。
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#[test]
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fn every_component_builds_for_a_foreign_message_type() {
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#[derive(Clone, Debug, PartialEq)]
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enum Other {
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Yes,
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No,
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}
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let ui = ui(SchemeFlavor::Light);
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let _: Element<'_, Other> = linear(&ui, Progress::determinate(0.5));
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let _: Element<'_, Other> = circular(&ui, Progress::indeterminate(0.3));
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let _: Element<'_, Other> = snackbar(
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&ui,
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Snackbar::new("已保存")
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.placement(Placement::Top)
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.two_lines()
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.action("撤销", Other::No)
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.dismiss(Other::No),
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);
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let _: Element<'_, Other> = dialog(
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&ui,
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Dialog::new("确认删除?", "此操作不可撤销。")
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.double(("取消", Other::No), ("删除", Other::Yes)),
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);
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let _: Element<'_, Other> = empty_state(
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&ui,
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EmptyState::new(
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unlucky_design::icons::IconKind::Instances,
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"还没有实例",
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"建一个开始游戏",
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)
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.action("新建", Other::Yes),
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);
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// 无动作的三种形态也要能构建(DialogActions::None / 无 action 的 Snackbar)
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let _: Element<'_, Other> = dialog(&ui, Dialog::new("已是最新版本", "没有可用更新。"));
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let _: Element<'_, Other> = snackbar(&ui, Snackbar::new("已复制"));
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let _: Element<'_, Other> = empty_state(
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&ui,
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EmptyState::new(
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unlucky_design::icons::IconKind::Logs,
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"没有日志",
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"启动一次游戏后这里会有内容",
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),
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);
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}
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/// 状态层必须来自 `interaction`(不是组件里自己乘 α):hover 层不透明且与容器色不同。
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#[test]
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fn snackbar_state_layers_come_from_the_interaction_module() {
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let ui = ui(SchemeFlavor::Light);
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let hover = interaction::overlay_color(
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&ui,
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Interaction::Hovered,
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Role::InversePrimary,
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Role::InverseSurface,
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)
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.expect("hover 有状态层");
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assert_eq!(hover.a, 1.0, "状态层必须是实色(CPU/GPU 一致)");
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assert_ne!(
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hover,
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ui.color(Role::InverseSurface),
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"叠了 8% 必须看得出来"
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);
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// 禁用内容走 token 口径(38%),不是「变灰一点」
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let disabled = interaction::disabled_content_over_role(&ui, Role::OnSurface, false);
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assert_ne!(disabled, ui.color(Role::OnSurface));
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assert_eq!(disabled.a, 1.0);
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}
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