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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2025-12-06 05:25:41 -05:00
Files
DankMaterialShell/Widgets/M3WaveProgress.qml
2025-09-15 19:00:59 -04:00

213 lines
5.8 KiB
QML

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 int samples: Math.max(24, Math.round(width / 8))
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)
readonly property real capPad: Math.ceil(lineWidth / 2)
function yWave(x) {
return midY + currentAmp * Math.sin((x / wavelength) * 2 * Math.PI + phase)
}
Behavior on currentAmp {
NumberAnimation {
duration: 300
easing.type: Easing.OutCubic
}
}
onIsPlayingChanged: {
currentAmp = isPlaying ? amp : 0
}
Shape {
id: flatTrack
anchors.fill: parent
antialiasing: true
asynchronous: false
preferredRendererType: Shape.CurveRenderer
ShapePath {
id: flatPath
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: waveContainer
anchors.fill: parent
Shape {
id: waveShape
anchors.fill: parent
antialiasing: true
asynchronous: false
preferredRendererType: Shape.CurveRenderer
ShapePath {
id: wavePath
strokeColor: root.fillColor
strokeWidth: snap(root.lineWidth)
capStyle: ShapePath.RoundCap
joinStyle: ShapePath.RoundJoin
fillColor: "transparent"
}
}
}
property var cubics: []
property real startY: root.midY + root.currentAmp * Math.sin(root.phase)
property real endY: root.midY + root.currentAmp * Math.sin((root.playX / root.wavelength) * 2 * Math.PI + root.phase)
Component {
id: moveComp
PathMove {}
}
Component {
id: cubicComp
PathCubic {}
}
function buildWave() {
wavePath.pathElements = []
cubics = []
wavePath.pathElements.push(moveComp.createObject(wavePath))
for (let i = 0; i < samples - 1; ++i) {
const cubic = cubicComp.createObject(wavePath)
wavePath.pathElements.push(cubic)
cubics.push(cubic)
}
updateWave()
}
function updateWave() {
if (cubics.length === 0) return
const step = root.width / (samples - 1)
const startX = snap(root.lineWidth / 2)
const r = root.lineWidth / 2
const aaBias = 0.25 / dpr
function y(x) { return yWave(x) }
function dy(x) {
return currentAmp * (2 * Math.PI / wavelength) * Math.cos((x / wavelength) * 2 * Math.PI + phase)
}
const m = wavePath.pathElements[0]
m.x = startX
m.y = y(startX)
for (let i = 0; i < cubics.length; ++i) {
const x0 = startX + i * step
const x1 = startX + (i + 1) * step
// Stop exactly at playX
if (x0 >= root.playX) {
// This segment is entirely past the playhead - collapse it
const seg = cubics[i]
seg.control1X = seg.control2X = seg.x = root.playX
const py = y(root.playX)
seg.control1Y = seg.control2Y = seg.y = py
continue
}
const xe = Math.min(x1, root.playX - r - aaBias)
const p0x = x0, p0y = y(x0)
const p1x = xe, p1y = y(xe)
const dx = xe - x0
if (dx <= 0) {
// Zero-length segment
const seg = cubics[i]
seg.control1X = seg.control2X = seg.x = root.playX
const py = y(root.playX)
seg.control1Y = seg.control2Y = seg.y = py
continue
}
const c1x = p0x + dx / 4
const c1y = p0y + (dx * dy(x0)) / 4
const c2x = p1x - dx / 4
const c2y = p1y - (dx * dy(xe)) / 4
const seg = cubics[i]
seg.control1X = c1x
seg.control1Y = c1y
seg.control2X = c2x
seg.control2Y = c2y
seg.x = p1x
seg.y = p1y
}
flatStart.x = 0
flatStart.y = midY
flatEnd.x = width
flatEnd.y = midY
}
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
}
FrameAnimation {
running: root.visible && (root.isPlaying || root.currentAmp > 0)
onTriggered: {
if (root.isPlaying) {
root.phase += 0.03 * frameTime * 60
}
root.updateWave()
}
}
Component.onCompleted: {
currentAmp = isPlaying ? amp : 0
buildWave()
}
onWidthChanged: buildWave()
onSamplesChanged: buildWave()
onCurrentAmpChanged: updateWave()
}