mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-01-30 00:12:50 -05:00
chore: Tidy up superfluous whitespace (#503)
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@@ -42,91 +42,91 @@ Item {
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preferredRendererType: Shape.CurveRenderer
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z: 0
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layer.enabled: false
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readonly property real centerX: width / 2
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readonly property real centerY: height / 2
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readonly property real baseRadius: Math.min(width, height) * 0.41 * root.animationScale
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readonly property int segments: 28
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property var audioLevels: {
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if (!CavaService.cavaAvailable || CavaService.values.length === 0) {
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return [0.5, 0.3, 0.7, 0.4, 0.6, 0.5, 0.8, 0.2, 0.9, 0.6]
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}
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return CavaService.values
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}
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property var smoothedLevels: [0.5, 0.3, 0.7, 0.4, 0.6, 0.5, 0.8, 0.2, 0.9, 0.6]
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property var cubics: []
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onAudioLevelsChanged: updatePath()
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FrameAnimation {
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running: morphingBlob.visible
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onTriggered: morphingBlob.updatePath()
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}
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Component {
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id: cubicSegment
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PathCubic {}
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}
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Component.onCompleted: {
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shapePath.pathElements.push(Qt.createQmlObject(
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'import QtQuick; import QtQuick.Shapes; PathMove {}', shapePath
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))
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for (let i = 0; i < segments; i++) {
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const seg = cubicSegment.createObject(shapePath)
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shapePath.pathElements.push(seg)
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cubics.push(seg)
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}
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updatePath()
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}
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function expSmooth(prev, next, alpha) {
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return prev + alpha * (next - prev)
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}
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function updatePath() {
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if (cubics.length === 0) return
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for (let i = 0; i < Math.min(smoothedLevels.length, audioLevels.length); i++) {
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smoothedLevels[i] = expSmooth(smoothedLevels[i], audioLevels[i], 0.35)
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}
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const points = []
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for (let i = 0; i < segments; i++) {
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const angle = (i / segments) * 2 * Math.PI
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const audioIndex = i % Math.min(smoothedLevels.length, 10)
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const rawLevel = smoothedLevels[audioIndex] || 0
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const scaledLevel = Math.sqrt(Math.min(Math.max(rawLevel, 0), 100) / 100) * 100
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const normalizedLevel = scaledLevel / 100
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const audioLevel = Math.max(0.15, normalizedLevel) * 0.5
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const radius = baseRadius * (1.0 + audioLevel)
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const x = centerX + Math.cos(angle) * radius
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const y = centerY + Math.sin(angle) * radius
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points.push({x: x, y: y})
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}
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const startMove = shapePath.pathElements[0]
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startMove.x = points[0].x
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startMove.y = points[0].y
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const tension = 0.5
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for (let i = 0; i < segments; i++) {
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const p0 = points[(i - 1 + segments) % segments]
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const p1 = points[i]
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const p2 = points[(i + 1) % segments]
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const p3 = points[(i + 2) % segments]
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const c1x = p1.x + (p2.x - p0.x) * tension / 3
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const c1y = p1.y + (p2.y - p0.y) * tension / 3
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const c2x = p2.x - (p3.x - p1.x) * tension / 3
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const c2y = p2.y - (p3.y - p1.y) * tension / 3
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const seg = cubics[i]
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seg.control1X = c1x
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seg.control1Y = c1y
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@@ -136,7 +136,7 @@ Item {
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seg.y = p2.y
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}
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}
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ShapePath {
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id: shapePath
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fillColor: Theme.primary
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