Files
DankMaterialShell/quickshell/Modules/SurfaceWidgets/VectorSpringMotion.qml
T
purian23 5623476126 feat(island): host the island as a widget in any bar configuration
- The island is now a bar widget so any bar can host one alongside the island layout and dot
- Routing got simpler: pick which shortcuts open here, the rest follow the shared rules
- IPC close/hide take down every surface showing the activity
- Qt 6.11 pointer prune workaround so the expanded island stays clickable
2026-09-27 02:02:30 -04:00

192 lines
8.5 KiB
QML

pragma ComponentBehavior: Bound
import QtQuick
QtObject {
id: root
property bool enabled: true
property bool running: false
property bool reducedMotion: false
property real stiffness: 560
property real damping: 37
property real mass: 1
property real positionEpsilon: 0.035
property real velocityEpsilon: 0.035
property real maximumFrameTime: 1 / 30
property real integrationStep: 1 / 240
readonly property real timeConstantMs: reducedMotion ? 0 : 2000 * mass / Math.max(1, damping)
property real currentWidth: 176
property real currentHeight: 42
property real currentOffsetAlong: 0
property real currentOffsetCross: 8
property real currentTopLeftRadius: 21
property real currentTopRightRadius: 21
property real currentBottomLeftRadius: 21
property real currentBottomRightRadius: 21
property real targetWidth: currentWidth
property real targetHeight: currentHeight
property real targetOffsetAlong: currentOffsetAlong
property real targetOffsetCross: currentOffsetCross
property real targetTopLeftRadius: currentTopLeftRadius
property real targetTopRightRadius: currentTopRightRadius
property real targetBottomLeftRadius: currentBottomLeftRadius
property real targetBottomRightRadius: currentBottomRightRadius
property real velocityWidth: 0
property real velocityHeight: 0
property real velocityOffsetAlong: 0
property real velocityOffsetCross: 0
property real velocityTopLeftRadius: 0
property real velocityTopRightRadius: 0
property real velocityBottomLeftRadius: 0
property real velocityBottomRightRadius: 0
// One per integration step, so consumers copy the body once instead of binding to eight currents.
signal stepped()
function matchesTarget(target) {
return targetWidth === target.width && targetHeight === target.height && targetOffsetAlong === target.offsetAlong && targetOffsetCross === target.offsetCross && targetTopLeftRadius === target.topLeftRadius && targetTopRightRadius === target.topRightRadius && targetBottomLeftRadius === target.bottomLeftRadius && targetBottomRightRadius === target.bottomRightRadius;
}
function setTarget(target, seedVelocity) {
if (matchesTarget(target) && !seedVelocity)
return;
targetWidth = target.width;
targetHeight = target.height;
targetOffsetAlong = target.offsetAlong;
targetOffsetCross = target.offsetCross;
targetTopLeftRadius = target.topLeftRadius;
targetTopRightRadius = target.topRightRadius;
targetBottomLeftRadius = target.bottomLeftRadius;
targetBottomRightRadius = target.bottomRightRadius;
if (seedVelocity) {
velocityOffsetAlong = seedVelocity.offsetAlong ?? velocityOffsetAlong;
velocityOffsetCross = seedVelocity.offsetCross ?? velocityOffsetCross;
}
if (reducedMotion) {
settle();
return;
}
if (!isSettled())
running = true;
}
function snapTo(target) {
targetWidth = target.width;
targetHeight = target.height;
targetOffsetAlong = target.offsetAlong;
targetOffsetCross = target.offsetCross;
targetTopLeftRadius = target.topLeftRadius;
targetTopRightRadius = target.topRightRadius;
targetBottomLeftRadius = target.bottomLeftRadius;
targetBottomRightRadius = target.bottomRightRadius;
currentWidth = target.width;
currentHeight = target.height;
currentOffsetAlong = target.offsetAlong;
currentOffsetCross = target.offsetCross;
currentTopLeftRadius = target.topLeftRadius;
currentTopRightRadius = target.topRightRadius;
currentBottomLeftRadius = target.bottomLeftRadius;
currentBottomRightRadius = target.bottomRightRadius;
velocityWidth = 0;
velocityHeight = 0;
velocityOffsetAlong = 0;
velocityOffsetCross = 0;
velocityTopLeftRadius = 0;
velocityTopRightRadius = 0;
velocityBottomLeftRadius = 0;
velocityBottomRightRadius = 0;
running = false;
stepped();
}
function isSettled() {
const positionSettled = Math.abs(targetWidth - currentWidth) <= positionEpsilon && Math.abs(targetHeight - currentHeight) <= positionEpsilon && Math.abs(targetOffsetAlong - currentOffsetAlong) <= positionEpsilon && Math.abs(targetOffsetCross - currentOffsetCross) <= positionEpsilon && Math.abs(targetTopLeftRadius - currentTopLeftRadius) <= positionEpsilon && Math.abs(targetTopRightRadius - currentTopRightRadius) <= positionEpsilon && Math.abs(targetBottomLeftRadius - currentBottomLeftRadius) <= positionEpsilon && Math.abs(targetBottomRightRadius - currentBottomRightRadius) <= positionEpsilon;
const velocitySettled = Math.abs(velocityWidth) <= velocityEpsilon && Math.abs(velocityHeight) <= velocityEpsilon && Math.abs(velocityOffsetAlong) <= velocityEpsilon && Math.abs(velocityOffsetCross) <= velocityEpsilon && Math.abs(velocityTopLeftRadius) <= velocityEpsilon && Math.abs(velocityTopRightRadius) <= velocityEpsilon && Math.abs(velocityBottomLeftRadius) <= velocityEpsilon && Math.abs(velocityBottomRightRadius) <= velocityEpsilon;
return positionSettled && velocitySettled;
}
function settle() {
currentWidth = targetWidth;
currentHeight = targetHeight;
currentOffsetAlong = targetOffsetAlong;
currentOffsetCross = targetOffsetCross;
currentTopLeftRadius = targetTopLeftRadius;
currentTopRightRadius = targetTopRightRadius;
currentBottomLeftRadius = targetBottomLeftRadius;
currentBottomRightRadius = targetBottomRightRadius;
velocityWidth = 0;
velocityHeight = 0;
velocityOffsetAlong = 0;
velocityOffsetCross = 0;
velocityTopLeftRadius = 0;
velocityTopRightRadius = 0;
velocityBottomLeftRadius = 0;
velocityBottomRightRadius = 0;
running = false;
stepped();
}
function advance(rawFrameTime) {
if (!enabled || !running || reducedMotion)
return;
const frameTime = Math.min(Math.max(rawFrameTime, 0), maximumFrameTime);
if (frameTime <= 0)
return;
const steps = Math.max(1, Math.ceil(frameTime / integrationStep));
const step = frameTime / steps;
const inverseMass = 1 / Math.max(0.001, mass);
for (let i = 0; i < steps; i++) {
velocityWidth += (stiffness * (targetWidth - currentWidth) - damping * velocityWidth) * inverseMass * step;
velocityHeight += (stiffness * (targetHeight - currentHeight) - damping * velocityHeight) * inverseMass * step;
velocityOffsetAlong += (stiffness * (targetOffsetAlong - currentOffsetAlong) - damping * velocityOffsetAlong) * inverseMass * step;
velocityOffsetCross += (stiffness * (targetOffsetCross - currentOffsetCross) - damping * velocityOffsetCross) * inverseMass * step;
velocityTopLeftRadius += (stiffness * (targetTopLeftRadius - currentTopLeftRadius) - damping * velocityTopLeftRadius) * inverseMass * step;
velocityTopRightRadius += (stiffness * (targetTopRightRadius - currentTopRightRadius) - damping * velocityTopRightRadius) * inverseMass * step;
velocityBottomLeftRadius += (stiffness * (targetBottomLeftRadius - currentBottomLeftRadius) - damping * velocityBottomLeftRadius) * inverseMass * step;
velocityBottomRightRadius += (stiffness * (targetBottomRightRadius - currentBottomRightRadius) - damping * velocityBottomRightRadius) * inverseMass * step;
currentWidth += velocityWidth * step;
currentHeight += velocityHeight * step;
currentOffsetAlong += velocityOffsetAlong * step;
currentOffsetCross += velocityOffsetCross * step;
currentTopLeftRadius += velocityTopLeftRadius * step;
currentTopRightRadius += velocityTopRightRadius * step;
currentBottomLeftRadius += velocityBottomLeftRadius * step;
currentBottomRightRadius += velocityBottomRightRadius * step;
}
if (isSettled())
settle();
else
stepped();
}
onEnabledChanged: {
if (!enabled) settle();
}
onReducedMotionChanged: {
if (reducedMotion)
settle();
}
property FrameAnimation frameAnimation: FrameAnimation {
running: root.enabled && root.running && !root.reducedMotion
onTriggered: root.advance(frameTime)
}
}