mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-08-06 13:38:28 -04:00
qs/media: replace FBOs with ClippingRectangle and rewrite seekbar as a
shader
This commit is contained in:
@@ -1,7 +1,8 @@
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import QtQuick
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import QtQuick.Shapes
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import qs.Common
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// Wave progress indicator: track, animated fill, seek preview and playhead are
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// all drawn in a single fragment shader (Shaders/frag/wave_progress.frag).
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Item {
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id: root
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@@ -19,19 +20,6 @@ Item {
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property color playheadColor: Theme.primary
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property color actualProgressColor: Theme.onSurface_38
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property real dpr: (root.window ? root.window.devicePixelRatio : 1)
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function snap(v) {
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return Math.round(v * dpr) / dpr;
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}
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readonly property real playX: snap(root.width * root.value)
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readonly property real actualX: snap(root.width * root.actualValue)
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readonly property real midY: snap(height / 2)
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readonly property bool previewAhead: root.showActualPlaybackState && root.value > root.actualValue
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readonly property bool previewBehind: root.showActualPlaybackState && root.value < root.actualValue
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readonly property real previewGapStartX: Math.min(root.playX, root.actualX)
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readonly property real previewGapEndX: Math.max(root.playX, root.actualX)
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Behavior on currentAmp {
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NumberAnimation {
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duration: 300
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@@ -39,236 +27,34 @@ Item {
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}
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}
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onIsPlayingChanged: currentAmp = isPlaying ? amp : 0
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Component.onCompleted: currentAmp = isPlaying ? amp : 0
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Shape {
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id: flatTrack
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ShaderEffect {
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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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blending: 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 {
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id: flatStart
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x: Math.min(root.width, snap(root.playX + playhead.width / 2))
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y: root.midY
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}
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PathLine {
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id: flatEnd
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x: root.width
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y: root.midY
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}
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}
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readonly property real widthPx: width
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readonly property real heightPx: height
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readonly property real value: root.value
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readonly property real actualValue: root.actualValue
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readonly property real phase: root.phase
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readonly property real ampPx: root.currentAmp
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readonly property real wavelengthPx: root.wavelength
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readonly property real lineWidthPx: root.lineWidth
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readonly property real showActual: root.showActualPlaybackState ? 1.0 : 0.0
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readonly property color fillColor: root.fillColor
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readonly property color trackColor: root.trackColor
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readonly property color playheadColor: root.playheadColor
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readonly property color actualColor: root.actualProgressColor
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fragmentShader: Qt.resolvedUrl("../Shaders/qsb/wave_progress.frag.qsb")
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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: root.previewAhead ? Math.max(startX, Math.min(root.actualX - aaBias, width)) : Math.max(startX, Math.min(root.playX - startX - aaBias, width))
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readonly property real gapStartX: root.previewAhead ? Math.max(startX, Math.min(root.actualX + aaBias, width)) : Math.max(startX, Math.min(root.playX + playhead.width / 2, width))
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readonly property real gapEndX: root.previewAhead ? Math.max(gapStartX, Math.min(root.playX - playhead.width / 2 - aaBias, width)) : Math.max(gapStartX, Math.min(root.actualX - 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 {
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id: waveSvg
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path: ""
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}
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}
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}
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}
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Rectangle {
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id: actualMask
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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x: waveClip.gapStartX
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width: Math.max(0, waveClip.gapEndX - waveClip.gapStartX)
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color: "transparent"
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clip: true
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visible: (root.previewBehind || root.previewAhead) && width > 0
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Shape {
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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width: root.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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strokeColor: root.actualProgressColor
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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 {
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path: waveSvg.path
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}
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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: waveY(waveClip.startX) - height / 2
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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: waveY(waveClip.endX) - height / 2
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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: actualEndCap
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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.actualProgressColor
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x: waveClip.gapEndX - width / 2
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y: waveY(waveClip.gapEndX) - height / 2
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visible: (root.previewBehind || root.previewAhead) && actualMask.width > 0
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z: 2
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}
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Rectangle {
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id: actualMarker
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width: 2
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height: Math.max(root.lineWidth + 4, 10)
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radius: width / 2
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color: root.actualProgressColor
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x: root.actualX - width / 2
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y: root.midY - height / 2
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visible: root.showActualPlaybackState
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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) {
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let r = a % m;
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return r < 0 ? r + m : r;
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}
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function waveY(x, amplitude = root.currentAmp, phaseOffset = root.phase) {
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return root.midY + amplitude * Math.sin((x / root.wavelength) * 2 * Math.PI + phaseOffset);
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}
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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)
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root.phase += 0.03 * frameTime * 60;
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startCap.y = waveY(waveClip.startX) - startCap.height / 2;
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endCap.y = waveY(waveClip.endX) - endCap.height / 2;
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actualEndCap.y = waveY(waveClip.gapEndX) - actualEndCap.height / 2;
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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) {
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waveSvg.path = "";
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return;
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}
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const kLocal = k;
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const halfPeriod = root.wavelength / 2;
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function y0(x) {
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return root.midY + root.currentAmp * Math.sin(kLocal * x);
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}
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function dy0(x) {
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return root.currentAmp * Math.cos(kLocal * x) * kLocal;
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}
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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: {
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currentAmp = isPlaying ? amp : 0;
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buildStaticWave();
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}
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onWidthChanged: {
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flatEnd.x = width;
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buildStaticWave();
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}
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onHeightChanged: buildStaticWave()
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onCurrentAmpChanged: buildStaticWave()
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onWavelengthChanged: {
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k = (2 * Math.PI) / Math.max(1e-6, wavelength);
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buildStaticWave();
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}
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}
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