forked from Shinonome/dots-hyprland
refractor visualizer to its own file
This commit is contained in:
@@ -0,0 +1,78 @@
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import "root:/modules/common"
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import "root:/modules/common/widgets"
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import "root:/services"
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import "root:/modules/common/functions/color_utils.js" as ColorUtils
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import QtQuick
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import QtQuick.Effects
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import QtQuick.Layouts
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import QtQuick.Controls
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import Quickshell
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import Quickshell.Io
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Canvas { // Visualizer
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id: root
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property list<var> points
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property list<var> smoothPoints
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property real maxVisualizerValue: 1000
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property int smoothing: 2
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property bool live: true
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property color color: Appearance.m3colors.m3primary
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onPointsChanged: () => {
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root.requestPaint()
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}
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anchors.fill: parent
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onPaint: {
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var ctx = getContext("2d");
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ctx.clearRect(0, 0, width, height);
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var points = root.points;
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var maxVal = root.maxVisualizerValue || 1;
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var h = height;
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var w = width;
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var n = points.length;
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if (n < 2) return;
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// Smoothing: simple moving average (optional)
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var smoothWindow = root.smoothing; // adjust for more/less smoothing
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root.smoothPoints = [];
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for (var i = 0; i < n; ++i) {
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var sum = 0, count = 0;
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for (var j = -smoothWindow; j <= smoothWindow; ++j) {
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var idx = Math.max(0, Math.min(n - 1, i + j));
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sum += points[idx];
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count++;
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}
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root.smoothPoints.push(sum / count);
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}
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if (!root.live) smoothedPoints.fill(0); // If not playing, show no points
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ctx.beginPath();
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ctx.moveTo(0, h);
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for (var i = 0; i < n; ++i) {
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var x = i * w / (n - 1);
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var y = h - (root.smoothPoints[i] / maxVal) * h;
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ctx.lineTo(x, y);
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}
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ctx.lineTo(w, h);
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ctx.closePath();
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ctx.fillStyle = Qt.rgba(
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root.color.r,
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root.color.g,
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root.color.b,
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0.15
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);
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ctx.fill();
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}
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layer.enabled: true
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layer.effect: MultiEffect { // Blur a bit to obscure away the points
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source: root
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saturation: 0.2
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blurEnabled: true
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blurMax: 7
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blur: 1
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}
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}
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@@ -153,67 +153,14 @@ Item { // Player instance
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}
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}
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Canvas { // Visualizer
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WaveVisualizer {
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id: visualizerCanvas
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anchors.fill: parent
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onPaint: {
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var ctx = getContext("2d");
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ctx.clearRect(0, 0, width, height);
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var points = playerController.visualizerPoints;
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var maxVal = playerController.maxVisualizerValue || 1;
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var h = height;
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var w = width;
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var n = points.length;
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if (n < 2) return;
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// Smoothing: simple moving average (optional)
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var smoothPoints = [];
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var smoothWindow = playerController.visualizerSmoothing; // adjust for more/less smoothing
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for (var i = 0; i < n; ++i) {
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var sum = 0, count = 0;
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for (var j = -smoothWindow; j <= smoothWindow; ++j) {
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var idx = Math.max(0, Math.min(n - 1, i + j));
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sum += points[idx];
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count++;
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}
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smoothPoints.push(sum / count);
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}
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if (!playerController.player?.isPlaying) smoothedPoints.fill(0); // If not playing, show no points
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ctx.beginPath();
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ctx.moveTo(0, h);
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for (var i = 0; i < n; ++i) {
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var x = i * w / (n - 1);
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var y = h - (smoothPoints[i] / maxVal) * h;
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ctx.lineTo(x, y);
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}
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ctx.lineTo(w, h);
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ctx.closePath();
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ctx.fillStyle = Qt.rgba(
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blendedColors.colPrimary.r,
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blendedColors.colPrimary.g,
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blendedColors.colPrimary.b,
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0.15
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);
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ctx.fill();
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}
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Connections {
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target: playerController
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function onVisualizerPointsChanged() {
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visualizerCanvas.requestPaint()
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}
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}
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layer.enabled: true
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layer.effect: MultiEffect { // Blur a bit to obscure away the points
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source: visualizerCanvas
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saturation: 0.2
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blurEnabled: true
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blurMax: 7
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blur: 1
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}
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live: playerController.player?.isPlaying
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points: playerController.visualizerPoints
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maxVisualizerValue: playerController.maxVisualizerValue
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smoothing: playerController.visualizerSmoothing
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color: blendedColors.colPrimary
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}
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RowLayout {
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