import QtQuick import QtQuick.Shapes import qs.Common Item { id: root property real value: 0 property real lineWidth: 2 property real wavelength: 20 property real amp: 1.6 property real phase: 0.0 property bool isPlaying: false property real currentAmp: 1.6 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 property real dpr: (root.window ? root.window.devicePixelRatio : 1) function snap(v) { return Math.round(v * dpr) / dpr } readonly property real playX: snap(root.width * root.value) readonly property real midY: snap(height / 2) Behavior on currentAmp { NumberAnimation { duration: 300; easing.type: Easing.OutCubic } } onIsPlayingChanged: currentAmp = isPlaying ? amp : 0 Shape { id: flatTrack anchors.fill: parent antialiasing: true preferredRendererType: Shape.CurveRenderer layer.enabled: true layer.samples: 0 ShapePath { 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 } } } Item { id: waveClip anchors.fill: parent clip: true 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)) Rectangle { id: mask anchors.top: parent.top anchors.bottom: parent.bottom x: 0 width: waveClip.endX color: "transparent" clip: true Shape { id: waveShape anchors.top: parent.top anchors.bottom: parent.bottom width: parent.width + 4 * root.wavelength antialiasing: true preferredRendererType: Shape.CurveRenderer x: waveOffsetX ShapePath { id: wavePath strokeColor: root.fillColor strokeWidth: snap(root.lineWidth) capStyle: ShapePath.RoundCap joinStyle: ShapePath.RoundJoin fillColor: "transparent" PathSvg { id: waveSvg; path: "" } } } } 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 width: 3.5 height: Math.max(root.lineWidth + 12, 16) radius: width / 2 color: root.playheadColor 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 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) } } 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 } 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() } }