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feat(perf): 3-state animation mode (Full / Reduced / Static) (#441)
* feat(perf): 3-state animation mode (Full / Reduced / Static) Replaces the boolean `reducedAnimations` toggle with a three-way `animationMode` setting, suggested by Viktor Petrovich after the Windows audio fix (PR #426) shipped and confirmed a measurable GPU drop: - `full` (default): native frame rate, marquee scrolls normally - `reduced`: 30 fps cap on the animated seekbar wave; player marquee runs at half speed - `static`: rAF loop disabled; the seekbar repaints from the ~2 Hz audio:progress heartbeat. Player title/artist truncate with ellipsis instead of scrolling. Migration in `onRehydrateStorage` maps legacy `reducedAnimations: true` to `'reduced'`, anything else to `'full'`. Static is opt-in only. Settings UI follows the ReplayGain Auto/Track/Album pattern with a contextual hint that explains what each mode does. i18n: 5 new keys across 8 locales, 2 legacy keys removed. * docs(changelog): add #441 3-state animation mode entry * chore(credits): add #441 to Psychotoxical contributions
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@@ -1,4 +1,5 @@
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import React, { useRef, useState, useEffect, useCallback } from 'react';
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import { useAuthStore } from '../store/authStore';
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interface Props {
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text: string;
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@@ -11,6 +12,7 @@ export default function MarqueeText({ text, className, style, onClick }: Props)
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const containerRef = useRef<HTMLDivElement>(null);
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const textRef = useRef<HTMLSpanElement>(null);
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const [scrollAmount, setScrollAmount] = useState(0);
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const animationMode = useAuthStore(s => s.animationMode);
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const measure = useCallback(() => {
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const container = containerRef.current;
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@@ -30,17 +32,22 @@ export default function MarqueeText({ text, className, style, onClick }: Props)
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return () => ro.disconnect();
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}, [text, measure]);
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// In `static` animation mode the marquee never scrolls — overflowing text
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// is truncated with an ellipsis (handled by CSS via data-anim-mode).
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const shouldScroll = scrollAmount > 0 && animationMode !== 'static';
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return (
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<div
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ref={containerRef}
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className={`marquee-wrap${className ? ` ${className}` : ''}`}
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style={style}
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onClick={onClick}
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data-anim-mode={animationMode}
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>
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<span
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ref={textRef}
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className={scrollAmount > 0 ? 'marquee-scroll' : ''}
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style={scrollAmount > 0 ? { '--marquee-amount': `-${scrollAmount}px` } as React.CSSProperties : {}}
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className={shouldScroll ? 'marquee-scroll' : ''}
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style={shouldScroll ? { '--marquee-amount': `-${scrollAmount}px` } as React.CSSProperties : {}}
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>
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{text}
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</span>
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@@ -916,14 +916,14 @@ export default function WaveformSeek({ trackId }: Props) {
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const waveformBins = usePlayerStore(s => s.waveformBins);
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const duration = usePlayerStore(s => s.currentTrack?.duration ?? 0);
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const seekbarStyle = useAuthStore(s => s.seekbarStyle);
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const reducedAnimations = useAuthStore(s => s.reducedAnimations);
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const animationMode = useAuthStore(s => s.animationMode);
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// Ref so the subscription callback (closed over at mount) can read the
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// current style without stale-closure issues.
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const styleRef = useRef(seekbarStyle);
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styleRef.current = seekbarStyle;
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const reducedRef = useRef(reducedAnimations);
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reducedRef.current = reducedAnimations;
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const animationModeRef = useRef(animationMode);
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animationModeRef.current = animationMode;
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useEffect(() => {
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if (!trackId) {
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@@ -1031,7 +1031,12 @@ export default function WaveformSeek({ trackId }: Props) {
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}
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progressRef.current = state.progress;
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bufferedRef.current = state.buffered;
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if (!ANIMATED_STYLES.has(styleRef.current)) {
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// Static styles always redraw on progress; animated styles let the rAF
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// loop drive paints. In `static` animation mode we skip the rAF loop
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// entirely, so animated styles also need to repaint here on every tick.
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const drawNow =
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!ANIMATED_STYLES.has(styleRef.current) || animationModeRef.current === 'static';
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if (drawNow) {
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const canvas = canvasRef.current;
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if (canvas) drawSeekbar(canvas, styleRef.current, heightsRef.current, state.progress, state.buffered);
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}
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@@ -1050,9 +1055,22 @@ export default function WaveformSeek({ trackId }: Props) {
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duration,
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]);
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// rAF loop — animated styles only.
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// rAF loop — animated styles only, and only in `full`/`reduced` mode.
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// In `static` mode the loop is skipped entirely; the imperative progress
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// subscription (~2 Hz audio heartbeat) handles repaints, so the seekbar
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// updates a couple of times per second with no wave animation.
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useEffect(() => {
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if (!ANIMATED_STYLES.has(seekbarStyle)) return;
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if (animationMode === 'static') {
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// Repaint once on entry so the canvas reflects current progress
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// without any wave morph and stays put until the next heartbeat.
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const canvas = canvasRef.current;
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if (canvas) {
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animStateRef.current = makeAnimState();
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drawSeekbar(canvas, seekbarStyle, heightsRef.current, progressRef.current, bufferedRef.current, animStateRef.current);
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}
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return;
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}
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const canvas = canvasRef.current;
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if (!canvas) return;
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animStateRef.current = makeAnimState();
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@@ -1077,21 +1095,22 @@ export default function WaveformSeek({ trackId }: Props) {
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}, 400);
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return;
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}
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// 30 fps cap when reducedAnimations is on: skip every other rAF, advance
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// 30 fps cap in `reduced` mode: skip every other rAF, advance
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// animation time by a doubled delta so wave speed stays the same.
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if (reducedRef.current && skip) {
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const isReduced = animationModeRef.current === 'reduced';
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if (isReduced && skip) {
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skip = false;
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rafId = requestAnimationFrame(tick);
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return;
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}
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skip = reducedRef.current;
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animStateRef.current.time += reducedRef.current ? 0.032 : 0.016;
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skip = isReduced;
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animStateRef.current.time += isReduced ? 0.032 : 0.016;
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drawSeekbar(canvas, seekbarStyle, heightsRef.current, progressRef.current, bufferedRef.current, animStateRef.current);
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rafId = requestAnimationFrame(tick);
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};
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tick();
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return () => stop();
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}, [seekbarStyle]);
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}, [seekbarStyle, animationMode]);
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// Resize observer.
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useEffect(() => {
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