refactor(cleanup): Remove 340 lines of unused animation.py module
- Delete engine/animation.py (340 lines of abandoned experimental code) - Module was never imported or used anywhere in the codebase - Phase 2 of legacy code cleanup: 0 risk, completely unused code - All tests pass (521 passing tests, no change from previous)
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@@ -1,340 +0,0 @@
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"""
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Animation system - Clock, events, triggers, durations, and animation controller.
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"""
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import time
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from collections.abc import Callable
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from dataclasses import dataclass, field
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from enum import Enum, auto
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from typing import Any
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class Clock:
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"""High-resolution clock for animation timing."""
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def __init__(self):
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self._start_time = time.perf_counter()
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self._paused = False
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self._pause_offset = 0.0
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self._pause_start = 0.0
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def reset(self) -> None:
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self._start_time = time.perf_counter()
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self._paused = False
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self._pause_offset = 0.0
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self._pause_start = 0.0
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def elapsed(self) -> float:
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if self._paused:
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return self._pause_start - self._start_time - self._pause_offset
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return time.perf_counter() - self._start_time - self._pause_offset
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def elapsed_ms(self) -> float:
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return self.elapsed() * 1000
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def elapsed_frames(self, fps: float = 60.0) -> int:
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return int(self.elapsed() * fps)
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def pause(self) -> None:
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if not self._paused:
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self._paused = True
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self._pause_start = time.perf_counter()
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def resume(self) -> None:
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if self._paused:
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self._pause_offset += time.perf_counter() - self._pause_start
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self._paused = False
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class TriggerType(Enum):
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TIME = auto() # Trigger after elapsed time
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FRAME = auto() # Trigger after N frames
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CYCLE = auto() # Trigger on cycle repeat
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CONDITION = auto() # Trigger when condition is met
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MANUAL = auto() # Trigger manually
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@dataclass
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class Trigger:
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"""Event trigger configuration."""
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type: TriggerType
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value: float | int = 0
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condition: Callable[["AnimationController"], bool] | None = None
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repeat: bool = False
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repeat_interval: float = 0.0
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@dataclass
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class Event:
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"""An event with trigger, duration, and action."""
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name: str
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trigger: Trigger
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action: Callable[["AnimationController", float], None]
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duration: float = 0.0
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ease: Callable[[float], float] | None = None
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def __post_init__(self):
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if self.ease is None:
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self.ease = linear_ease
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def linear_ease(t: float) -> float:
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return t
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def ease_in_out(t: float) -> float:
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return t * t * (3 - 2 * t)
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def ease_out_bounce(t: float) -> float:
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if t < 1 / 2.75:
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return 7.5625 * t * t
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elif t < 2 / 2.75:
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t -= 1.5 / 2.75
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return 7.5625 * t * t + 0.75
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elif t < 2.5 / 2.75:
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t -= 2.25 / 2.75
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return 7.5625 * t * t + 0.9375
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else:
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t -= 2.625 / 2.75
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return 7.5625 * t * t + 0.984375
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class AnimationController:
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"""Controls animation parameters with clock and events."""
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def __init__(self, fps: float = 60.0):
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self.clock = Clock()
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self.fps = fps
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self.frame = 0
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self._events: list[Event] = []
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self._active_events: dict[str, float] = {}
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self._params: dict[str, Any] = {}
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self._cycled = 0
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def add_event(self, event: Event) -> "AnimationController":
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self._events.append(event)
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return self
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def set_param(self, key: str, value: Any) -> None:
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self._params[key] = value
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def get_param(self, key: str, default: Any = None) -> Any:
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return self._params.get(key, default)
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def update(self) -> dict[str, Any]:
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"""Update animation state, return current params."""
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elapsed = self.clock.elapsed()
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for event in self._events:
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triggered = False
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if event.trigger.type == TriggerType.TIME:
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if self.clock.elapsed() >= event.trigger.value:
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triggered = True
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elif event.trigger.type == TriggerType.FRAME:
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if self.frame >= event.trigger.value:
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triggered = True
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elif event.trigger.type == TriggerType.CYCLE:
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cycle_duration = event.trigger.value
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if cycle_duration > 0:
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current_cycle = int(elapsed / cycle_duration)
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if current_cycle > self._cycled:
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self._cycled = current_cycle
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triggered = True
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elif event.trigger.type == TriggerType.CONDITION:
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if event.trigger.condition and event.trigger.condition(self):
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triggered = True
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elif event.trigger.type == TriggerType.MANUAL:
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pass
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if triggered:
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if event.name not in self._active_events:
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self._active_events[event.name] = 0.0
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progress = 0.0
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if event.duration > 0:
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self._active_events[event.name] += 1 / self.fps
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progress = min(
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1.0, self._active_events[event.name] / event.duration
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)
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eased_progress = event.ease(progress)
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event.action(self, eased_progress)
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if progress >= 1.0:
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if event.trigger.repeat:
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self._active_events[event.name] = 0.0
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else:
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del self._active_events[event.name]
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else:
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event.action(self, 1.0)
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if not event.trigger.repeat:
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del self._active_events[event.name]
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else:
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self._active_events[event.name] = 0.0
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self.frame += 1
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return dict(self._params)
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@dataclass
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class PipelineParams:
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"""Snapshot of pipeline parameters for animation."""
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effect_enabled: dict[str, bool] = field(default_factory=dict)
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effect_intensity: dict[str, float] = field(default_factory=dict)
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camera_mode: str = "vertical"
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camera_speed: float = 1.0
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camera_x: int = 0
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camera_y: int = 0
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display_backend: str = "terminal"
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scroll_speed: float = 1.0
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class Preset:
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"""Packages a starting pipeline config + Animation controller."""
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def __init__(
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self,
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name: str,
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description: str = "",
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initial_params: PipelineParams | None = None,
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animation: AnimationController | None = None,
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):
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self.name = name
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self.description = description
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self.initial_params = initial_params or PipelineParams()
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self.animation = animation or AnimationController()
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def create_controller(self) -> AnimationController:
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controller = AnimationController()
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for key, value in self.initial_params.__dict__.items():
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controller.set_param(key, value)
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for event in self.animation._events:
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controller.add_event(event)
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return controller
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def create_demo_preset() -> Preset:
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"""Create the demo preset with effect cycling and camera modes."""
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animation = AnimationController(fps=60)
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effects = ["noise", "fade", "glitch", "firehose"]
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camera_modes = ["vertical", "horizontal", "omni", "floating", "trace"]
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def make_effect_action(eff):
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def action(ctrl, t):
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ctrl.set_param("current_effect", eff)
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ctrl.set_param("effect_intensity", t)
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return action
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def make_camera_action(cam_mode):
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def action(ctrl, t):
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ctrl.set_param("camera_mode", cam_mode)
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return action
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for i, effect in enumerate(effects):
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effect_duration = 5.0
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animation.add_event(
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Event(
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name=f"effect_{effect}",
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trigger=Trigger(
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type=TriggerType.TIME,
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value=i * effect_duration,
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repeat=True,
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repeat_interval=len(effects) * effect_duration,
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),
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duration=effect_duration,
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action=make_effect_action(effect),
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ease=ease_in_out,
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)
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)
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for i, mode in enumerate(camera_modes):
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camera_duration = 10.0
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animation.add_event(
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Event(
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name=f"camera_{mode}",
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trigger=Trigger(
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type=TriggerType.TIME,
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value=i * camera_duration,
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repeat=True,
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repeat_interval=len(camera_modes) * camera_duration,
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),
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duration=0.5,
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action=make_camera_action(mode),
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)
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)
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animation.add_event(
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Event(
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name="pulse",
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trigger=Trigger(type=TriggerType.CYCLE, value=2.0, repeat=True),
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duration=1.0,
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action=lambda ctrl, t: ctrl.set_param("pulse", t),
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ease=ease_out_bounce,
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)
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)
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return Preset(
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name="demo",
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description="Demo mode with effect cycling and camera modes",
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initial_params=PipelineParams(
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effect_enabled={
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"noise": False,
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"fade": False,
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"glitch": False,
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"firehose": False,
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"hud": True,
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},
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effect_intensity={
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"noise": 0.0,
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"fade": 0.0,
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"glitch": 0.0,
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"firehose": 0.0,
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},
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camera_mode="vertical",
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camera_speed=1.0,
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display_backend="pygame",
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),
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animation=animation,
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)
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def create_pipeline_preset() -> Preset:
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"""Create preset for pipeline visualization."""
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animation = AnimationController(fps=60)
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animation.add_event(
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Event(
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name="camera_trace",
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trigger=Trigger(type=TriggerType.CYCLE, value=8.0, repeat=True),
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duration=8.0,
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action=lambda ctrl, t: ctrl.set_param("camera_mode", "trace"),
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)
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)
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animation.add_event(
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Event(
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name="highlight_path",
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trigger=Trigger(type=TriggerType.CYCLE, value=4.0, repeat=True),
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duration=4.0,
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action=lambda ctrl, t: ctrl.set_param("path_progress", t),
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)
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)
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return Preset(
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name="pipeline",
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description="Pipeline visualization with trace camera",
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initial_params=PipelineParams(
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camera_mode="trace",
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camera_speed=1.0,
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display_backend="pygame",
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),
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animation=animation,
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)
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