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profile/helpers/rain.sh
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#!/usr/bin/env bash
# ------------------------------------------------------------------------------
# Copyright (c) 2013-2026 Geoffray Levasseur <fatalerrors@geoffray-levasseur.org>
# Protected by the BSD3 license. Please read bellow for details.
#
# * Redistribution and use in source and binary forms,
# * with or without modification, are permitted provided
# * that the following conditions are met:
# *
# * Redistributions of source code must retain the above
# * copyright notice, this list of conditions and the
# * following disclaimer.
# *
# * Redistributions in binary form must reproduce the above
# * copyright notice, this list of conditions and the following
# * disclaimer in the documentation and/or other materials
# * provided with the distribution.
# *
# * Neither the name of the copyright holder nor the names
# * of any other contributors may be used to endorse or
# * promote products derived from this software without
# * specific prior written permission.
# *
# * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
# * CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
# * INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
# * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
# * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
# * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
# * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
# * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
# * OF SUCH DAMAGE.
# ------------------------------------------------------------------------------
# Private helpers of profile.d/rain.sh, loaded by the module itself.
# Fill RAIN_ENGINE_COLORS with the escape sequences of the drop colours (head to
# tail) of the colour theme $1: a 20-step 24-bit gradient when the terminal
# supports truecolor, a short 256-colour palette otherwise.
# Usage: _rain_build_colors <colour_name>
_rain_build_colors()
{
# Case-insensitive: the configuration documents capitalised names (Green)
local base_color="${1,,}"
local i
RAIN_ENGINE_COLORS=()
case "$base_color" in
green|blue|red|yellow|cyan|white) ;;
*)
disp E "Unknown color: ${1} (supported: green, blue, red, yellow, cyan, white)."
return 1
;;
esac
local use_truecolor=0
# term_set() already sets TERM=*-direct when truecolor is available;
# honour COLORTERM as a belt-and-suspenders fallback.
[[ "$TERM" == *direct* || "${COLORTERM:-}" == "truecolor" || "${COLORTERM:-}" == "24bit" ]] && use_truecolor=1
if (( use_truecolor )); then
# 24-bit gradient from a near-black shade to a vivid hue.
# 20 steps provide smooth depth variation across simultaneous drops.
local steps=20
local r1 g1 b1 r2 g2 b2
case "${base_color}" in
green) r1=0; g1=12; b1=2; r2=50; g2=255; b2=90 ;;
blue) r1=0; g1=5; b1=25; r2=60; g2=140; b2=255 ;;
red) r1=15; g1=0; b1=0; r2=255; g2=40; b2=40 ;;
yellow) r1=25; g1=18; b1=0; r2=255; g2=240; b2=50 ;;
cyan) r1=0; g1=18; b1=18; r2=50; g2=255; b2=240 ;;
*) r1=40; g1=40; b1=45; r2=220; g2=220; b2=255 ;;
esac
local r g b
for ((i = 0; i < steps; i++)); do
r=$(( r1 + (r2 - r1) * i / (steps - 1) ))
g=$(( g1 + (g2 - g1) * i / (steps - 1) ))
b=$(( b1 + (b2 - b1) * i / (steps - 1) ))
RAIN_ENGINE_COLORS+=("\e[38;2;${r};${g};${b}m")
done
else
# Fallback: 256-colour palettes.
case $base_color in
green)
for i in {22..28} {34..40} {46..48}; do RAIN_ENGINE_COLORS+=("\e[38;5;${i}m"); done ;;
blue)
for i in {17..21} {27..33} {39..45}; do RAIN_ENGINE_COLORS+=("\e[38;5;${i}m"); done ;;
red)
for i in {52..52} {88..88} {124..124} {160..160} {196..201}; do RAIN_ENGINE_COLORS+=("\e[38;5;${i}m"); done ;;
yellow)
for i in {58..58} {100..100} {142..142} {184..184} {226..229}; do RAIN_ENGINE_COLORS+=("\e[38;5;${i}m"); done ;;
cyan)
for i in {30..31} {37..38} {44..45} {50..51}; do RAIN_ENGINE_COLORS+=("\e[38;5;${i}m"); done ;;
*)
RAIN_ENGINE_COLORS=("\e[37m" "\e[37;1m")
for i in {244..255}; do RAIN_ENGINE_COLORS+=("\e[38;5;${i}m"); done ;;
esac
fi
}
# Fill RAIN_ENGINE_CHARS with the characters a drop may be made of, according to
# the animation ($1: rain or matrix) and the matrix charset name ($2).
# Usage: _rain_build_chars <mode> <charset>
_rain_build_chars()
{
local mode="$1"
local charset="$2"
RAIN_ENGINE_CHARS=()
case "$mode" in
matrix)
case "$charset" in
""|binary)
RAIN_ENGINE_CHARS=("0" "1")
;;
kana|kanji)
# Half-width katakana set, generally rendered as single-cell glyphs.
RAIN_ENGINE_CHARS=("ア" "イ" "ウ" "エ" "オ" "カ" "キ" "ク" "ケ" "コ" "サ" "シ" "ス" "セ" "ソ" "タ" "チ" "ツ" "テ" "ト" "ナ" "ニ" "ヌ" "ネ" "ノ" "ハ" "ヒ" "フ" "ヘ" "ホ" "マ" "ミ" "ム" "メ" "モ" "ヤ" "ユ" "ヨ" "ラ" "リ" "ル" "レ" "ロ" "ワ" "ン")
;;
ascii)
RAIN_ENGINE_CHARS=("0" "1" "2" "3" "4" "5" "6" "7" "8" "9" "A" "B" "C" "D" "E" "F")
;;
*)
disp E "Unknown charset: ${charset} (supported: binary, kana, ascii)."
return 1
;;
esac
;;
*)
RAIN_ENGINE_CHARS=("|" "│" "┃" "┆" "┇" "┊" "┋" "╽" "╿")
;;
esac
return 0
}
# Validate a speed and print it as a delay in seconds for read -t / sleep:
# values >= 1 are centiseconds (5 -> 0.050), values < 1 are raw seconds.
# Return 1 for a non-numeric or null value.
# Usage: _rain_normalize_speed <speed>
_rain_normalize_speed()
{
local raw_speed="$1"
# Accept integer/floating values. UI scale is centiseconds by default:
# 5 -> 0.05s, 2.5 -> 0.025s. Values < 1 are treated as direct seconds
# for backward compatibility (e.g. 0.03).
if [[ ! "$raw_speed" =~ ^[0-9]+([.][0-9]+)?$ ]]; then
return 1
fi
# A null delay is refused: "read -t 0" does not wait, the animation loop
# would spin and use a whole CPU.
if LC_ALL=C awk -v s="$raw_speed" 'BEGIN { exit !(s == 0) }'; then
return 1
fi
if LC_ALL=C awk -v s="$raw_speed" 'BEGIN { exit !(s < 1) }'; then
printf "%s" "$raw_speed"
else
LC_ALL=C awk -v s="$raw_speed" 'BEGIN { printf "%.3f", s / 100 }'
fi
}
# Validate a density (maximum number of simultaneous drops, an integer >= 1)
# and print it; return 1 otherwise.
# Usage: _rain_normalize_density <density>
_rain_normalize_density()
{
local raw_density="$1"
if [[ ! "$raw_density" =~ ^[0-9]+$ || "$raw_density" -lt 1 ]]; then
return 1
fi
printf "%s" "$raw_density"
}
# Fill RAINBOW_BG_PALETTE with <width> background colour escapes sweeping the
# hue wheel: 6 bands of 256 steps in 24-bit colour, or 12 fixed ANSI colours
# spread over the width otherwise.
# Usage: _rainbow_build_palette <width> <use_truecolor (0|1)>
_rainbow_build_palette()
{
local palette_width="$1"
local use_truecolor="$2"
local x=0 wheel_pos=0 band=0 blend=0
local red=0 green=0 blue=0
RAINBOW_BG_PALETTE=()
if (( palette_width < 1 )); then
RAINBOW_BG_PALETTE+=("\e[41m")
return 0
fi
if (( use_truecolor )); then
for ((x = 0; x < palette_width; x++)); do
wheel_pos=$((x * 1536 / palette_width))
band=$((wheel_pos / 256))
blend=$((wheel_pos % 256))
case "$band" in
0)
red=255; green=$blend; blue=0
;;
1)
red=$((255 - blend)); green=255; blue=0
;;
2)
red=0; green=255; blue=$blend
;;
3)
red=0; green=$((255 - blend)); blue=255
;;
4)
red=$blend; green=0; blue=255
;;
*)
red=255; green=0; blue=$((255 - blend))
;;
esac
RAINBOW_BG_PALETTE+=("\e[48;2;${red};${green};${blue}m")
done
else
local ansi_palette=(41 101 43 103 42 102 46 106 44 104 45 105)
local ansi_count=${#ansi_palette[@]}
for ((x = 0; x < palette_width; x++)); do
RAINBOW_BG_PALETTE+=("\e[${ansi_palette[x * ansi_count / palette_width]}m")
done
fi
}
# Stop request of the animation loops: sets exit_st, a local of the running
# animation (dynamic scoping). Installed as the TERM/INT trap.
_rain_stop()
{
exit_st=1
}
# The animations read a key from the terminal and draw on it, and need tput.
# Usage: _rain_need_tty <command-name>
_rain_need_tty()
{
if [[ ! -t 0 || ! -t 1 ]]; then
disp E "$1: a terminal is required (standard input and output must be a terminal)."
return 1
fi
command -v tput >/dev/null 2>&1 || {
disp E "The program 'tput' is required but not installed."
return 1
}
}
# Prepare the terminal for an animation: save its settings and the TERM, INT
# and WINCH traps of the caller, install the animation traps, disable echo,
# hide the cursor and clear the screen.
# saved_stty and saved_traps are locals of the calling animation.
# Usage: _rain_enter <winch_handler_function>
_rain_enter()
{
saved_stty=$(stty -g 2>/dev/null)
saved_traps=$(trap -p TERM INT WINCH)
trap _rain_stop TERM INT
# shellcheck disable=SC2064 # $1 is the handler name, expanded on purpose
trap "$1" WINCH
stty -echo
printf '\e[?25l\e[2J'
}
# Undo _rain_enter: reset the colours (the last drawn drop colour would
# otherwise stay active), show the cursor, clear the screen, then restore the
# terminal settings and the caller's traps.
_rain_leave()
{
printf '\e[0m\e[?25h\e[2J\e[H'
[[ -n "$saved_stty" ]] && stty "$saved_stty"
trap - TERM INT WINCH
_trap_restore "$saved_traps"
return 0
}
# Shared engine of the rain and matrix animations: draws the falling drops until
# a key is pressed, a signal is received, or the terminal is resized (the
# state is rebuilt). The terminal state is always restored on exit.
# Usage: _rain_engine <delay_seconds> <colour> <rain|matrix> <charset> <density>
_rain_engine()
{
local step_duration="$1"
local base_color="$2"
local mode="$3"
local charset="$4"
local density_override="$5"
_rain_need_tty "$mode" || return 1
_rain_build_colors "$base_color" || return 1
_rain_build_chars "$mode" "$charset" || return 1
local rain_colors=("${RAIN_ENGINE_COLORS[@]}")
local rain_chars=("${RAIN_ENGINE_CHARS[@]}")
unset RAIN_ENGINE_COLORS RAIN_ENGINE_CHARS
local rain_color_tab=${#rain_colors[@]}
local rain_tab=${#rain_chars[@]}
local matrix_head_color=$'\e[1;97m'
local exit_st=0
local num_rain_metadata=5
local term_height=0 term_width=0
local X=0 Y=0 drop_length=0 rain_drop=0
local max_rain_width=0 max_rain_height=0
local new_rain_odd=0 falling_odd=0
local term_area=0
local frame_sleep="$step_duration"
local saved_stty="" saved_traps=""
# The drops: 5 consecutive entries each (X, Y of the top, character, colour,
# length).
local rains=()
local num_rains=0
local ch=""
# WINCH handler (and initial sizing). Called with the animation running, it
# sees its locals through dynamic scoping.
_rain_sigwinch()
{
term_width=$(tput cols)
term_height=$(tput lines)
term_area=$(( term_width * term_height ))
case "$mode" in
matrix)
max_rain_width=$(( term_area / 3 ))
max_rain_height=$(( term_height < 8 ? 1 : term_height / 6 ))
new_rain_odd=$(( term_height > 50 ? 100 : term_height * 2 ))
new_rain_odd=$(( new_rain_odd * 85 / 100 ))
falling_odd=100
# Adapt cadence and density to terminal size for smoother rendering.
if ((term_area < 1200)); then
max_rain_width=$(( term_area / 4 ))
frame_sleep=$(LC_ALL=C awk -v s="$step_duration" 'BEGIN { printf "%.3f", s * 1.15 }')
elif ((term_area > 5000)); then
max_rain_width=$(( term_area / 2 ))
frame_sleep=$(LC_ALL=C awk -v s="$step_duration" 'BEGIN { printf "%.3f", s * 0.85 }')
else
frame_sleep="$step_duration"
fi
;;
*)
max_rain_width=$(( term_area / 4 ))
max_rain_height=$(( term_height < 10 ? 1 : term_height / 10 ))
new_rain_odd=$(( term_height > 50 ? 100 : term_height * 2 ))
new_rain_odd=$(( new_rain_odd * 75 / 100 ))
falling_odd=$(( term_height > 25 ? 100 : term_height * 4 ))
falling_odd=$(( falling_odd * 90 / 100 ))
frame_sleep="$step_duration"
;;
esac
if [[ -n "$density_override" ]]; then
max_rain_width="$density_override"
fi
# The drops were placed for the previous size and the screen content
# does not fit the new one: start again from an empty screen.
rains=()
num_rains=0
printf '\e[2J'
}
# Draw one frame. The whole frame (erasing the previous drop positions,
# then the new ones) is built in a string and written with one printf: a
# write per character made the animation slow and flickering.
_rain_render()
{
local idx=0 y=0 drop_color="" current_char="" render_color="" out=""
local esc=$'\e'
for ((idx = 0; idx < num_rains * num_rain_metadata; idx += num_rain_metadata)); do
X=${rains[idx]}
Y=${rains[idx + 1]}
drop_length=${rains[idx + 4]}
for ((y = Y; y < Y + drop_length; y++)); do
((y < 1 || y > term_height)) && continue
out+="${esc}[${y};${X}H "
done
done
for ((idx = 0; idx < num_rains * num_rain_metadata; idx += num_rain_metadata)); do
if ((100 * RANDOM / 32768 < falling_odd)); then
if ((++rains[idx + 1] > term_height)); then
# The drop left the screen: remove it. The next drop moves
# into this slot, which must be processed again (the loop
# increment would skip it, and it would vanish for a frame).
rains=("${rains[@]:0:idx}" "${rains[@]:idx+num_rain_metadata}")
num_rains=$(( num_rains - 1 ))
idx=$(( idx - num_rain_metadata ))
continue
fi
fi
X=${rains[idx]}
Y=${rains[idx + 1]}
rain_drop=${rains[idx + 2]}
drop_color=${rains[idx + 3]}
drop_length=${rains[idx + 4]}
for ((y = Y; y < Y + drop_length; y++)); do
((y < 1 || y > term_height)) && continue
if [[ "$mode" == "matrix" ]]; then
current_char="${rain_chars[rain_tab * RANDOM / 32768]}"
if ((y == Y + drop_length - 1)); then
render_color="$matrix_head_color"
else
render_color="$drop_color"
fi
else
current_char="$rain_drop"
render_color="$drop_color"
fi
# render_color holds a literal \e[...m: hence %b below
out+="${esc}[${y};${X}H${render_color}${current_char}"
done
done
[[ -n "$out" ]] && printf '%b' "$out"
return 0
}
_rain_enter _rain_sigwinch
_rain_sigwinch
while ((exit_st <= 0)); do
ch=""
# A timeout makes read fail (status > 128): expected, not an error
read -r -n 1 -t "$frame_sleep" ch || true
case "$ch" in
q|Q)
_rain_stop
;;
esac
if ((num_rains < max_rain_width)) && ((100 * RANDOM / 32768 < new_rain_odd)); then
rain_drop="${rain_chars[rain_tab * RANDOM / 32768]}"
drop_color="${rain_colors[rain_color_tab * RANDOM / 32768]}"
if [[ "$mode" == "matrix" ]]; then
drop_length=$((max_rain_height * RANDOM / 32768 + 2))
else
drop_length=$((max_rain_height * RANDOM / 32768 + 1))
fi
X=$((term_width * RANDOM / 32768 + 1))
Y=$((1 - drop_length))
rains+=("$X" "$Y" "$rain_drop" "$drop_color" "$drop_length")
num_rains=$(( num_rains + 1 ))
fi
_rain_render
done
_rain_leave
unset -f _rain_sigwinch _rain_render
return 0
}