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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-01-24 13:32:50 -05:00

more m3wave improvements and notification image async loading

This commit is contained in:
bbedward
2025-09-15 23:01:08 -04:00
parent 7d9334916c
commit 19e148f65c
3 changed files with 148 additions and 144 deletions

View File

@@ -143,7 +143,24 @@ Rectangle {
}
return ""
}
asynchronous: true
visible: status === Image.Ready
Component.onCompleted: {
backer.sourceSize.width = 128
backer.sourceSize.height = 128
}
}
Rectangle {
anchors.fill: parent
anchors.margins: -2
radius: width / 2
color: "transparent"
border.color: root.color
border.width: 5
visible: iconContainer.hasNotificationImage
antialiasing: true
}
StyledText {
@@ -408,7 +425,24 @@ Rectangle {
}
return ""
}
asynchronous: true
visible: status === Image.Ready
Component.onCompleted: {
backer.sourceSize.width = 64
backer.sourceSize.height = 64
}
}
Rectangle {
anchors.fill: parent
anchors.margins: -1
radius: width / 2
color: "transparent"
border.color: root.color
border.width: 3
visible: parent.hasNotificationImage
antialiasing: true
}
StyledText {

View File

@@ -245,6 +245,22 @@ PanelWindow {
return ""
}
visible: status === Image.Ready
Component.onCompleted: {
backer.sourceSize.width = 128
backer.sourceSize.height = 128
}
}
Rectangle {
anchors.fill: parent
anchors.margins: 0
radius: width / 2
color: "transparent"
border.color: Theme.popupBackground()
border.width: 3
visible: iconContainer.hasNotificationImage
antialiasing: true
}
StyledText {

View File

@@ -12,7 +12,6 @@ Item {
property real phase: 0.0
property bool isPlaying: false
property real currentAmp: 1.6
property int samples: Math.max(24, Math.round(width / 8))
property color trackColor: Qt.rgba(Theme.surfaceVariant.r, Theme.surfaceVariant.g, Theme.surfaceVariant.b, 0.40)
property color fillColor: Theme.primary
property color playheadColor: Theme.primary
@@ -22,164 +21,92 @@ Item {
readonly property real playX: snap(root.width * root.value)
readonly property real midY: snap(height / 2)
readonly property real capPad: Math.ceil(lineWidth / 2)
function yWave(x) {
return midY + currentAmp * Math.sin((x / wavelength) * 2 * Math.PI + phase)
}
Behavior on currentAmp {
NumberAnimation {
duration: 300
easing.type: Easing.OutCubic
}
}
onIsPlayingChanged: {
currentAmp = isPlaying ? amp : 0
}
Behavior on currentAmp { NumberAnimation { duration: 300; easing.type: Easing.OutCubic } }
onIsPlayingChanged: currentAmp = isPlaying ? amp : 0
Shape {
id: flatTrack
anchors.fill: parent
antialiasing: true
asynchronous: false
preferredRendererType: Shape.CurveRenderer
layer.enabled: true
layer.samples: 0
ShapePath {
id: flatPath
strokeColor: root.trackColor
strokeWidth: snap(root.lineWidth)
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
fillColor: "transparent"
PathMove {
id: flatStart
x: 0
y: root.midY
}
PathLine {
id: flatEnd
x: root.width
y: root.midY
}
PathMove { id: flatStart; x: 0; y: root.midY }
PathLine { id: flatEnd; x: root.width; y: root.midY }
}
}
Item {
id: waveContainer
id: waveClip
anchors.fill: parent
clip: true
Shape {
id: waveShape
anchors.fill: parent
antialiasing: true
asynchronous: false
preferredRendererType: Shape.CurveRenderer
readonly property real startX: snap(root.lineWidth/2)
readonly property real aaBias: (0.25 / root.dpr)
readonly property real endX: Math.max(startX, Math.min(root.playX - startX - aaBias, width))
ShapePath {
id: wavePath
strokeColor: root.fillColor
strokeWidth: snap(root.lineWidth)
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
fillColor: "transparent"
}
}
}
Rectangle {
id: mask
anchors.top: parent.top
anchors.bottom: parent.bottom
x: 0
width: waveClip.endX
color: "transparent"
clip: true
property var cubics: []
property real startY: root.midY + root.currentAmp * Math.sin(root.phase)
property real endY: root.midY + root.currentAmp * Math.sin((root.playX / root.wavelength) * 2 * Math.PI + root.phase)
Shape {
id: waveShape
anchors.top: parent.top
anchors.bottom: parent.bottom
width: parent.width + 4 * root.wavelength
antialiasing: true
preferredRendererType: Shape.CurveRenderer
x: waveOffsetX
Component {
id: moveComp
PathMove {}
}
Component {
id: cubicComp
PathCubic {}
}
function buildWave() {
wavePath.pathElements = []
cubics = []
wavePath.pathElements.push(moveComp.createObject(wavePath))
for (let i = 0; i < samples - 1; ++i) {
const cubic = cubicComp.createObject(wavePath)
wavePath.pathElements.push(cubic)
cubics.push(cubic)
}
updateWave()
}
function updateWave() {
if (cubics.length === 0) return
const step = root.width / (samples - 1)
const startX = snap(root.lineWidth / 2)
const r = root.lineWidth / 2
const aaBias = 0.25 / dpr
function y(x) { return yWave(x) }
function dy(x) {
return currentAmp * (2 * Math.PI / wavelength) * Math.cos((x / wavelength) * 2 * Math.PI + phase)
}
const m = wavePath.pathElements[0]
m.x = startX
m.y = y(startX)
for (let i = 0; i < cubics.length; ++i) {
const x0 = startX + i * step
const x1 = startX + (i + 1) * step
// Stop exactly at playX
if (x0 >= root.playX) {
// This segment is entirely past the playhead - collapse it
const seg = cubics[i]
seg.control1X = seg.control2X = seg.x = root.playX
const py = y(root.playX)
seg.control1Y = seg.control2Y = seg.y = py
continue
ShapePath {
id: wavePath
strokeColor: root.fillColor
strokeWidth: snap(root.lineWidth)
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
fillColor: "transparent"
PathSvg { id: waveSvg; path: "" }
}
}
const xe = Math.min(x1, root.playX - r - aaBias)
const p0x = x0, p0y = y(x0)
const p1x = xe, p1y = y(xe)
const dx = xe - x0
if (dx <= 0) {
// Zero-length segment
const seg = cubics[i]
seg.control1X = seg.control2X = seg.x = root.playX
const py = y(root.playX)
seg.control1Y = seg.control2Y = seg.y = py
continue
}
const c1x = p0x + dx / 4
const c1y = p0y + (dx * dy(x0)) / 4
const c2x = p1x - dx / 4
const c2y = p1y - (dx * dy(xe)) / 4
const seg = cubics[i]
seg.control1X = c1x
seg.control1Y = c1y
seg.control2X = c2x
seg.control2Y = c2y
seg.x = p1x
seg.y = p1y
}
flatStart.x = 0
flatStart.y = midY
flatEnd.x = width
flatEnd.y = midY
}
Rectangle {
id: startCap
width: snap(root.lineWidth)
height: snap(root.lineWidth)
radius: width / 2
color: root.fillColor
x: waveClip.startX - width/2
y: root.midY - height/2 + root.currentAmp * Math.sin((waveClip.startX / root.wavelength) * 2 * Math.PI + root.phase)
visible: waveClip.endX > waveClip.startX
z: 2
}
Rectangle {
id: endCap
width: snap(root.lineWidth)
height: snap(root.lineWidth)
radius: width / 2
color: root.fillColor
x: waveClip.endX - width/2
y: root.midY - height/2 + root.currentAmp * Math.sin((waveClip.endX / root.wavelength) * 2 * Math.PI + root.phase)
visible: waveClip.endX > waveClip.startX
z: 2
}
}
Rectangle {
id: playhead
@@ -190,24 +117,51 @@ Item {
x: root.playX - width / 2
y: root.midY - height / 2
z: 3
}
property real k: (2 * Math.PI) / Math.max(1e-6, wavelength)
function wrapMod(a, m) { let r = a % m; return r < 0 ? r + m : r }
readonly property real waveOffsetX: -wrapMod(phase / k, wavelength)
FrameAnimation {
running: root.visible && (root.isPlaying || root.currentAmp > 0)
onTriggered: {
if (root.isPlaying) {
root.phase += 0.03 * frameTime * 60
}
root.updateWave()
if (root.isPlaying) root.phase += 0.03 * frameTime * 60
startCap.y = root.midY - startCap.height/2 + root.currentAmp * Math.sin((waveClip.startX / root.wavelength) * 2 * Math.PI + root.phase)
endCap.y = root.midY - endCap.height/2 + root.currentAmp * Math.sin((waveClip.endX / root.wavelength) * 2 * Math.PI + root.phase)
}
}
Component.onCompleted: {
currentAmp = isPlaying ? amp : 0
buildWave()
function buildStaticWave() {
const start = waveClip.startX - 2 * root.wavelength
const end = width + 2 * root.wavelength
if (end <= start) { waveSvg.path = ""; return }
const kLocal = k
const halfPeriod = root.wavelength / 2
function y0(x) { return root.midY + root.currentAmp * Math.sin(kLocal * x) }
function dy0(x) { return root.currentAmp * Math.cos(kLocal * x) * kLocal }
let x0 = start
let d = `M ${x0} ${y0(x0)}`
while (x0 < end) {
const x1 = Math.min(x0 + halfPeriod, end)
const dx = x1 - x0
const yA = y0(x0), yB = y0(x1)
const dyA = dy0(x0), dyB = dy0(x1)
const c1x = x0 + dx/3
const c1y = yA + (dyA * dx)/3
const c2x = x1 - dx/3
const c2y = yB - (dyB * dx)/3
d += ` C ${c1x} ${c1y} ${c2x} ${c2y} ${x1} ${yB}`
x0 = x1
}
waveSvg.path = d
}
onWidthChanged: buildWave()
onSamplesChanged: buildWave()
onCurrentAmpChanged: updateWave()
}
Component.onCompleted: { currentAmp = isPlaying ? amp : 0; buildStaticWave() }
onWidthChanged: { flatStart.x = 0; flatEnd.x = width; buildStaticWave() }
onHeightChanged: buildStaticWave()
onCurrentAmpChanged: buildStaticWave()
onWavelengthChanged: { k = (2 * Math.PI) / Math.max(1e-6, wavelength); buildStaticWave() }
}