mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2025-12-06 05:25:41 -05:00
replace qmlformat with a better tool
still not perfect, but well - what can ya do
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@@ -2,211 +2,214 @@ import QtQuick
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import QtQuick.Controls
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ListView {
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id: listView
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id: listView
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property real mouseWheelSpeed: 60
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property real mouseWheelSpeed: 60
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// Simple position preservation
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property real savedY: 0
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property bool justChanged: false
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property bool isUserScrolling: false
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// Simple position preservation
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property real savedY: 0
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property bool justChanged: false
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property bool isUserScrolling: false
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// Kinetic scrolling momentum properties
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property real momentumVelocity: 0
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property bool isMomentumActive: false
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property real friction: 0.95
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property real minMomentumVelocity: 50
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property real maxMomentumVelocity: 2500
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// Kinetic scrolling momentum properties
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property real momentumVelocity: 0
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property bool isMomentumActive: false
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property real friction: 0.95
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property real minMomentumVelocity: 50
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property real maxMomentumVelocity: 2500
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flickDeceleration: 1500
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maximumFlickVelocity: 2000
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boundsBehavior: Flickable.StopAtBounds
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boundsMovement: Flickable.FollowBoundsBehavior
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pressDelay: 0
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flickableDirection: Flickable.VerticalFlick
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flickDeceleration: 1500
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maximumFlickVelocity: 2000
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boundsBehavior: Flickable.StopAtBounds
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boundsMovement: Flickable.FollowBoundsBehavior
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pressDelay: 0
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flickableDirection: Flickable.VerticalFlick
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onMovementStarted: isUserScrolling = true
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onMovementEnded: isUserScrolling = false
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onContentYChanged: {
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if (!justChanged && isUserScrolling) {
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savedY = contentY;
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}
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justChanged = false;
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onMovementStarted: isUserScrolling = true
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onMovementEnded: isUserScrolling = false
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onContentYChanged: {
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if (!justChanged && isUserScrolling) {
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savedY = contentY
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}
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// Restore position when model changes
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onModelChanged: {
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justChanged = true;
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contentY = savedY;
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justChanged = false
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}
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// Restore position when model changes
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onModelChanged: {
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justChanged = true
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contentY = savedY
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}
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WheelHandler {
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id: wheelHandler
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// Tunable parameters for responsive scrolling
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property real touchpadSpeed: 1.8 // Touchpad sensitivity
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property real momentumRetention: 0.92
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property real lastWheelTime: 0
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property real momentum: 0
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property var velocitySamples: []
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function startMomentum() {
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isMomentumActive = true
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momentumTimer.start()
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}
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WheelHandler {
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id: wheelHandler
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acceptedDevices: PointerDevice.Mouse | PointerDevice.TouchPad
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// Tunable parameters for responsive scrolling
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property real touchpadSpeed: 1.8 // Touchpad sensitivity
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property real momentumRetention: 0.92
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property real lastWheelTime: 0
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property real momentum: 0
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property var velocitySamples: []
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onWheel: event => {
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isUserScrolling = true // Mark as user interaction
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function startMomentum() {
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isMomentumActive = true;
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momentumTimer.start();
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}
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acceptedDevices: PointerDevice.Mouse | PointerDevice.TouchPad
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onWheel: (event) => {
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isUserScrolling = true; // Mark as user interaction
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let currentTime = Date.now();
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let timeDelta = currentTime - lastWheelTime;
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lastWheelTime = currentTime;
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// Detect mouse wheel vs touchpad, seems like assuming based on the increments is the only way in QT
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const deltaY = event.angleDelta.y;
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const isMouseWheel = Math.abs(deltaY) >= 120 && (Math.abs(deltaY) % 120) === 0;
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if (isMouseWheel) {
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momentumTimer.stop();
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isMomentumActive = false;
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velocitySamples = [];
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momentum = 0;
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const lines = Math.floor(Math.abs(deltaY) / 120);
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const scrollAmount = (deltaY > 0 ? -lines : lines) * mouseWheelSpeed;
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let newY = listView.contentY + scrollAmount;
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newY = Math.max(0, Math.min(listView.contentHeight - listView.height, newY));
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if (listView.flicking)
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listView.cancelFlick();
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listView.contentY = newY;
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savedY = newY;
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} else {
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momentumTimer.stop();
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isMomentumActive = false;
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// Calculate scroll delta based on input type
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let delta = 0;
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if (event.pixelDelta.y !== 0) {
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// Touchpad with pixel precision
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delta = event.pixelDelta.y * touchpadSpeed;
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} else {
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// Fallback for touchpad without pixel delta
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delta = event.angleDelta.y / 8 * touchpadSpeed;
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}
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// Track velocity for momentum
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velocitySamples.push({
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"delta": delta,
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"time": currentTime
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});
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velocitySamples = velocitySamples.filter((s) => {
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return currentTime - s.time < 100;
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});
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// Calculate momentum velocity from samples
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if (velocitySamples.length > 1) {
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let totalDelta = velocitySamples.reduce((sum, s) => {
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return sum + s.delta;
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}, 0);
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let timeSpan = currentTime - velocitySamples[0].time;
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if (timeSpan > 0)
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momentumVelocity = Math.max(-maxMomentumVelocity,
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Math.min(maxMomentumVelocity,
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totalDelta / timeSpan * 1000));
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}
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// Apply momentum for touchpad (smooth continuous scrolling)
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if (event.pixelDelta.y !== 0 && timeDelta < 50) {
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momentum = momentum * momentumRetention + delta * 0.15;
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delta += momentum;
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} else {
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momentum = 0;
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}
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// Apply scrolling with proper bounds checking
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let newY = listView.contentY - delta;
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newY = Math.max(0, Math.min(listView.contentHeight - listView.height, newY));
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// Cancel any conflicting flicks and apply new position
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if (listView.flicking)
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listView.cancelFlick();
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listView.contentY = newY;
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savedY = newY; // Update saved position
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}
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event.accepted = true;
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}
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onActiveChanged: {
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if (!active) {
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isUserScrolling = false;
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// Start momentum if applicable (touchpad only)
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if (Math.abs(momentumVelocity) >= minMomentumVelocity) {
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startMomentum();
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} else {
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velocitySamples = [];
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momentumVelocity = 0;
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}
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}
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let currentTime = Date.now()
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let timeDelta = currentTime - lastWheelTime
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lastWheelTime = currentTime
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// Detect mouse wheel vs touchpad, seems like assuming based on the increments is the only way in QT
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const deltaY = event.angleDelta.y
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const isMouseWheel = Math.abs(deltaY) >= 120
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&& (Math.abs(deltaY) % 120) === 0
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if (isMouseWheel) {
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momentumTimer.stop()
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isMomentumActive = false
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velocitySamples = []
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momentum = 0
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const lines = Math.floor(Math.abs(deltaY) / 120)
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const scrollAmount = (deltaY > 0 ? -lines : lines) * mouseWheelSpeed
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let newY = listView.contentY + scrollAmount
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newY = Math.max(
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0, Math.min(listView.contentHeight - listView.height, newY))
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if (listView.flicking)
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listView.cancelFlick()
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listView.contentY = newY
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savedY = newY
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} else {
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momentumTimer.stop()
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isMomentumActive = false
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// Calculate scroll delta based on input type
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let delta = 0
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if (event.pixelDelta.y !== 0) {
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// Touchpad with pixel precision
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delta = event.pixelDelta.y * touchpadSpeed
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} else {
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// Fallback for touchpad without pixel delta
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delta = event.angleDelta.y / 8 * touchpadSpeed
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}
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// Track velocity for momentum
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velocitySamples.push({
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"delta": delta,
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"time": currentTime
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})
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velocitySamples = velocitySamples.filter(s => {
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return currentTime - s.time < 100
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})
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// Calculate momentum velocity from samples
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if (velocitySamples.length > 1) {
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let totalDelta = velocitySamples.reduce((sum, s) => {
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return sum + s.delta
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}, 0)
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let timeSpan = currentTime - velocitySamples[0].time
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if (timeSpan > 0)
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momentumVelocity = Math.max(-maxMomentumVelocity, Math.min(
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maxMomentumVelocity,
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totalDelta / timeSpan * 1000))
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}
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// Apply momentum for touchpad (smooth continuous scrolling)
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if (event.pixelDelta.y !== 0 && timeDelta < 50) {
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momentum = momentum * momentumRetention + delta * 0.15
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delta += momentum
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} else {
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momentum = 0
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}
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// Apply scrolling with proper bounds checking
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let newY = listView.contentY - delta
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newY = Math.max(
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0, Math.min(listView.contentHeight - listView.height, newY))
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// Cancel any conflicting flicks and apply new position
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if (listView.flicking)
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listView.cancelFlick()
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listView.contentY = newY
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savedY = newY // Update saved position
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}
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event.accepted = true
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}
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onActiveChanged: {
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if (!active) {
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isUserScrolling = false
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// Start momentum if applicable (touchpad only)
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if (Math.abs(momentumVelocity) >= minMomentumVelocity) {
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startMomentum()
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} else {
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velocitySamples = []
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momentumVelocity = 0
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}
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}
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}
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}
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// Physics-based momentum timer for kinetic scrolling (touchpad only)
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Timer {
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id: momentumTimer
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interval: 16 // ~60 FPS
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repeat: true
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onTriggered: {
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// Apply velocity to position
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let newY = contentY - momentumVelocity * 0.016;
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let maxY = Math.max(0, contentHeight - height);
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// Stop momentum at boundaries instead of bouncing
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if (newY < 0) {
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contentY = 0;
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savedY = 0;
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stop();
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isMomentumActive = false;
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momentumVelocity = 0;
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return;
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} else if (newY > maxY) {
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contentY = maxY;
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savedY = maxY;
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stop();
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isMomentumActive = false;
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momentumVelocity = 0;
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return;
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}
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contentY = newY;
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savedY = newY; // Keep updating saved position during momentum
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// Apply friction
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momentumVelocity *= friction;
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// Stop if velocity too low
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if (Math.abs(momentumVelocity) < 5) {
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stop();
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isMomentumActive = false;
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momentumVelocity = 0;
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}
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}
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}
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// Physics-based momentum timer for kinetic scrolling (touchpad only)
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Timer {
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id: momentumTimer
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interval: 16 // ~60 FPS
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repeat: true
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// Smooth return to bounds animation
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NumberAnimation {
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id: returnToBoundsAnimation
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target: listView
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property: "contentY"
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duration: 300
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easing.type: Easing.OutQuad
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onTriggered: {
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// Apply velocity to position
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let newY = contentY - momentumVelocity * 0.016
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let maxY = Math.max(0, contentHeight - height)
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// Stop momentum at boundaries instead of bouncing
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if (newY < 0) {
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contentY = 0
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savedY = 0
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stop()
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isMomentumActive = false
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momentumVelocity = 0
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return
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} else if (newY > maxY) {
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contentY = maxY
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savedY = maxY
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stop()
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isMomentumActive = false
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momentumVelocity = 0
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return
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}
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contentY = newY
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savedY = newY // Keep updating saved position during momentum
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// Apply friction
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momentumVelocity *= friction
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// Stop if velocity too low
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if (Math.abs(momentumVelocity) < 5) {
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stop()
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isMomentumActive = false
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momentumVelocity = 0
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}
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}
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}
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}
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// Smooth return to bounds animation
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NumberAnimation {
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id: returnToBoundsAnimation
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target: listView
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property: "contentY"
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duration: 300
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easing.type: Easing.OutQuad
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}
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}
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