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https://github.com/AvengeMedia/DankMaterialShell.git
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switch hto monorepo structure
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166
quickshell/Widgets/M3WaveProgress.qml
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166
quickshell/Widgets/M3WaveProgress.qml
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import QtQuick
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import QtQuick.Shapes
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import qs.Common
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Item {
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id: root
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property real value: 0
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property real lineWidth: 2
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property real wavelength: 20
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property real amp: 1.6
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property real phase: 0.0
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property bool isPlaying: false
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property real currentAmp: 1.6
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property color trackColor: Qt.rgba(Theme.surfaceVariant.r, Theme.surfaceVariant.g, Theme.surfaceVariant.b, 0.40)
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property color fillColor: Theme.primary
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property color playheadColor: Theme.primary
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property real dpr: (root.window ? root.window.devicePixelRatio : 1)
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function snap(v) { return Math.round(v * dpr) / dpr }
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readonly property real playX: snap(root.width * root.value)
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readonly property real midY: snap(height / 2)
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Behavior on currentAmp { NumberAnimation { duration: 300; easing.type: Easing.OutCubic } }
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onIsPlayingChanged: currentAmp = isPlaying ? amp : 0
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Shape {
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id: flatTrack
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anchors.fill: parent
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antialiasing: true
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preferredRendererType: Shape.CurveRenderer
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layer.enabled: true
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ShapePath {
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strokeColor: root.trackColor
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strokeWidth: snap(root.lineWidth)
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capStyle: ShapePath.RoundCap
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joinStyle: ShapePath.RoundJoin
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fillColor: "transparent"
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PathMove { id: flatStart; x: 0; y: root.midY }
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PathLine { id: flatEnd; x: root.width; y: root.midY }
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}
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}
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Item {
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id: waveClip
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anchors.fill: parent
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clip: true
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readonly property real startX: snap(root.lineWidth/2)
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readonly property real aaBias: (0.25 / root.dpr)
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readonly property real endX: Math.max(startX, Math.min(root.playX - startX - aaBias, width))
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Rectangle {
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id: mask
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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x: 0
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width: waveClip.endX
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color: "transparent"
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clip: true
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Shape {
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id: waveShape
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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width: parent.width + 4 * root.wavelength
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antialiasing: true
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preferredRendererType: Shape.CurveRenderer
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x: waveOffsetX
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ShapePath {
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id: wavePath
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strokeColor: root.fillColor
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strokeWidth: snap(root.lineWidth)
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capStyle: ShapePath.RoundCap
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joinStyle: ShapePath.RoundJoin
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fillColor: "transparent"
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PathSvg { id: waveSvg; path: "" }
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}
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}
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}
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Rectangle {
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id: startCap
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width: snap(root.lineWidth)
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height: snap(root.lineWidth)
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radius: width / 2
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color: root.fillColor
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x: waveClip.startX - width/2
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y: root.midY - height/2 + root.currentAmp * Math.sin((waveClip.startX / root.wavelength) * 2 * Math.PI + root.phase)
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visible: waveClip.endX > waveClip.startX
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z: 2
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}
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Rectangle {
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id: endCap
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width: snap(root.lineWidth)
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height: snap(root.lineWidth)
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radius: width / 2
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color: root.fillColor
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x: waveClip.endX - width/2
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y: root.midY - height/2 + root.currentAmp * Math.sin((waveClip.endX / root.wavelength) * 2 * Math.PI + root.phase)
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visible: waveClip.endX > waveClip.startX
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z: 2
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}
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}
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Rectangle {
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id: playhead
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width: 3.5
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height: Math.max(root.lineWidth + 12, 16)
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radius: width / 2
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color: root.playheadColor
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x: root.playX - width / 2
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y: root.midY - height / 2
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z: 3
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}
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property real k: (2 * Math.PI) / Math.max(1e-6, wavelength)
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function wrapMod(a, m) { let r = a % m; return r < 0 ? r + m : r }
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readonly property real waveOffsetX: -wrapMod(phase / k, wavelength)
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FrameAnimation {
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running: root.visible && (root.isPlaying || root.currentAmp > 0)
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onTriggered: {
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if (root.isPlaying) root.phase += 0.03 * frameTime * 60
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startCap.y = root.midY - startCap.height/2 + root.currentAmp * Math.sin((waveClip.startX / root.wavelength) * 2 * Math.PI + root.phase)
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endCap.y = root.midY - endCap.height/2 + root.currentAmp * Math.sin((waveClip.endX / root.wavelength) * 2 * Math.PI + root.phase)
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}
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}
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function buildStaticWave() {
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const start = waveClip.startX - 2 * root.wavelength
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const end = width + 2 * root.wavelength
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if (end <= start) { waveSvg.path = ""; return }
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const kLocal = k
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const halfPeriod = root.wavelength / 2
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function y0(x) { return root.midY + root.currentAmp * Math.sin(kLocal * x) }
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function dy0(x) { return root.currentAmp * Math.cos(kLocal * x) * kLocal }
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let x0 = start
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let d = `M ${x0} ${y0(x0)}`
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while (x0 < end) {
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const x1 = Math.min(x0 + halfPeriod, end)
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const dx = x1 - x0
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const yA = y0(x0), yB = y0(x1)
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const dyA = dy0(x0), dyB = dy0(x1)
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const c1x = x0 + dx/3
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const c1y = yA + (dyA * dx)/3
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const c2x = x1 - dx/3
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const c2y = yB - (dyB * dx)/3
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d += ` C ${c1x} ${c1y} ${c2x} ${c2y} ${x1} ${yB}`
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x0 = x1
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}
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waveSvg.path = d
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}
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Component.onCompleted: { currentAmp = isPlaying ? amp : 0; buildStaticWave() }
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onWidthChanged: { flatStart.x = 0; flatEnd.x = width; buildStaticWave() }
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onHeightChanged: buildStaticWave()
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onCurrentAmpChanged: buildStaticWave()
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onWavelengthChanged: { k = (2 * Math.PI) / Math.max(1e-6, wavelength); buildStaticWave() }
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}
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