mirror of
https://github.com/kilyabin/psysonic.git
synced 2026-07-21 22:15:40 +00:00
feat(seekbar+ratings): 5 new seekbar styles and entity/mix rating system (PR #130)
Seekbar styles (5 new, by Psychotoxical): - Neon Glow: transparent track, played section as multi-layer glowing neon tube - Pulse Wave: flat line with animated gaussian sine pulse at playhead (rAF) - Particle Trail: particles spawn at playhead and drift with glow (rAF) - Liquid Fill: glass tube fills with liquid and animated wave surface (rAF) - Retro Tape: two spinning reels connected by tape, shrink/grow with progress (rAF) Ratings system (PR #130 by cucadmuh): - Shared StarRating component with pulse/clear animations, disabled/locked states - Entity ratings for albums and artists via OpenSubsonic probe (setEntityRatingSupport) - Skip→1★: after N consecutive manual skips, set unrated track to 1★ (persisted per server) - Mix rating filter: exclude low-rated songs/albums/artists from RandomMix, RandomAlbums, Hero, Home - Batch refill in fetchRandomMixSongsUntilFull to fill list despite strict filters - Prefetch artist/album ratings via getArtist/getAlbum for incomplete list payloads - Settings: new Ratings section for skip threshold and per-axis mix filter stars - i18n: all 7 languages (en, de, fr, nl, zh, nb, ru) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+456
-14
@@ -10,6 +10,28 @@ function fmt(s: number): string {
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const BAR_COUNT = 500;
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const SEG_COUNT = 60;
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// ── animation state ───────────────────────────────────────────────────────────
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type Particle = {
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x: number; y: number;
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vx: number; vy: number;
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life: number; maxLife: number;
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size: number;
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};
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export type AnimState = {
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particles: Particle[];
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time: number;
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lastProgress: number;
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angle: number;
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};
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export function makeAnimState(): AnimState {
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return { particles: [], time: 0, lastProgress: 0, angle: 0 };
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}
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const ANIMATED_STYLES = new Set<SeekbarStyle>(['particletrail', 'pulsewave', 'liquidfill', 'retrotape']);
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// ── color helper ──────────────────────────────────────────────────────────────
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function getColors() {
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@@ -275,6 +297,390 @@ function drawSegmented(canvas: HTMLCanvasElement, progress: number, buffered: nu
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ctx.globalAlpha = 1;
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}
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// ── new styles ────────────────────────────────────────────────────────────────
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function drawNeon(canvas: HTMLCanvasElement, progress: number, buffered: number) {
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const r = setupCanvas(canvas);
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if (!r) return;
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const { ctx, w, h } = r;
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const { played, unplayed } = getColors();
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const cy = h / 2;
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// Ghost track — barely visible
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ctx.globalAlpha = 0.07;
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ctx.fillStyle = unplayed;
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ctx.fillRect(0, cy - 1, w, 2);
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if (buffered > 0) {
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ctx.globalAlpha = 0.12;
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ctx.fillStyle = unplayed;
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ctx.fillRect(0, cy - 1, buffered * w, 2);
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}
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if (progress <= 0) return;
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const px = progress * w;
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// Wide outer glow
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ctx.globalAlpha = 0.18;
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ctx.fillStyle = played;
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ctx.shadowColor = played;
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ctx.shadowBlur = 22;
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ctx.fillRect(0, cy - 5, px, 10);
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// Mid glow
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ctx.globalAlpha = 0.45;
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ctx.shadowBlur = 12;
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ctx.fillRect(0, cy - 2.5, px, 5);
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// Inner glow
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ctx.globalAlpha = 0.85;
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ctx.shadowBlur = 5;
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ctx.fillRect(0, cy - 1.5, px, 3);
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// Bright white core
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ctx.globalAlpha = 1;
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ctx.fillStyle = '#ffffff';
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ctx.shadowColor = played;
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ctx.shadowBlur = 4;
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ctx.fillRect(0, cy - 0.75, px, 1.5);
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// End-cap flare
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ctx.shadowBlur = 16;
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ctx.beginPath();
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ctx.arc(px, cy, 2.5, 0, Math.PI * 2);
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ctx.fillStyle = '#ffffff';
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ctx.fill();
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ctx.shadowBlur = 0;
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ctx.globalAlpha = 1;
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}
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function drawPulseWave(
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canvas: HTMLCanvasElement,
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progress: number,
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buffered: number,
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animState: AnimState,
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) {
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const r = setupCanvas(canvas);
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if (!r) return;
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const { ctx, w, h } = r;
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const { played, buffered: buffCol, unplayed } = getColors();
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const cy = h / 2;
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const px = progress * w;
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const t = animState.time;
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// Base line
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ctx.globalAlpha = 0.3;
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ctx.fillStyle = unplayed;
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ctx.fillRect(0, cy - 1, w, 2);
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if (buffered > 0) {
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ctx.globalAlpha = 0.45;
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ctx.fillStyle = buffCol;
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ctx.fillRect(0, cy - 1, buffered * w, 2);
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}
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// Played flat line
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if (progress > 0) {
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ctx.globalAlpha = 1;
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ctx.fillStyle = played;
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ctx.shadowColor = played;
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ctx.shadowBlur = 3;
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ctx.fillRect(0, cy - 1, px, 2);
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ctx.shadowBlur = 0;
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}
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// Animated pulse centered at playhead
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const pulseR = Math.min(38, w * 0.13);
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const amp = Math.min(h * 0.42, 5.5);
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const sigma = pulseR * 0.42;
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const startX = Math.max(0, px - pulseR);
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const endX = Math.min(w, px + pulseR);
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ctx.globalAlpha = 1;
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ctx.strokeStyle = played;
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ctx.lineWidth = 1.5;
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ctx.shadowColor = played;
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ctx.shadowBlur = 7;
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ctx.lineJoin = 'round';
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ctx.lineCap = 'round';
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ctx.beginPath();
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ctx.moveTo(startX, cy);
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for (let x = startX; x <= endX; x += 0.75) {
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const dx = x - px;
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const env = Math.exp(-(dx * dx) / (2 * sigma * sigma));
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const wave = env * amp * Math.sin(dx * 0.28 - t * 18);
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ctx.lineTo(x, cy - wave);
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}
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ctx.stroke();
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ctx.shadowBlur = 0;
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ctx.globalAlpha = 1;
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}
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function drawParticleTrail(
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canvas: HTMLCanvasElement,
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progress: number,
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buffered: number,
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animState: AnimState,
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) {
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const r = setupCanvas(canvas);
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if (!r) return;
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const { ctx, w, h } = r;
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const { played, buffered: buffCol, unplayed } = getColors();
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const cy = h / 2;
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const px = progress * w;
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// Spawn particles at playhead based on movement
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const prevPx = animState.lastProgress * w;
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const moved = Math.abs(px - prevPx);
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const spawnN = Math.min(5, 1 + Math.floor(moved * 1.5));
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for (let i = 0; i < spawnN; i++) {
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animState.particles.push({
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x: px + (Math.random() - 0.5) * 3,
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y: cy + (Math.random() - 0.5) * (h * 0.55),
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vx: -(Math.random() * 1.0 + 0.3),
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vy: (Math.random() - 0.5) * 0.6,
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life: 1,
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maxLife: 25 + Math.random() * 35,
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size: Math.random() * 1.8 + 0.8,
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});
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}
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animState.lastProgress = progress;
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// Update + cull
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for (const p of animState.particles) {
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p.x += p.vx;
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p.y += p.vy;
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p.vy *= 0.97;
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p.life -= 1 / p.maxLife;
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}
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animState.particles = animState.particles.filter(p => p.life > 0);
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if (animState.particles.length > 180) {
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animState.particles = animState.particles.slice(-180);
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}
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// Background line
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ctx.globalAlpha = 0.28;
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ctx.fillStyle = unplayed;
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ctx.fillRect(0, cy - 1, w, 2);
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if (buffered > 0) {
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ctx.globalAlpha = 0.45;
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ctx.fillStyle = buffCol;
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ctx.fillRect(0, cy - 1, buffered * w, 2);
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}
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// Played line
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if (progress > 0) {
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ctx.globalAlpha = 1;
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ctx.fillStyle = played;
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ctx.shadowColor = played;
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ctx.shadowBlur = 4;
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ctx.fillRect(0, cy - 1, px, 2);
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ctx.shadowBlur = 0;
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}
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// Particles
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ctx.shadowColor = played;
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for (const p of animState.particles) {
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ctx.globalAlpha = p.life * 0.85;
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ctx.shadowBlur = 5;
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ctx.fillStyle = played;
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ctx.beginPath();
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ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
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ctx.fill();
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}
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ctx.shadowBlur = 0;
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// Playhead dot
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if (progress > 0) {
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const dx = Math.max(5, Math.min(w - 5, px));
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ctx.globalAlpha = 1;
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ctx.fillStyle = played;
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ctx.shadowColor = played;
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ctx.shadowBlur = 10;
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ctx.beginPath();
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ctx.arc(dx, cy, 4, 0, Math.PI * 2);
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ctx.fill();
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ctx.shadowBlur = 0;
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}
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ctx.globalAlpha = 1;
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}
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function drawLiquidFill(
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canvas: HTMLCanvasElement,
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progress: number,
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buffered: number,
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animState: AnimState,
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) {
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const r = setupCanvas(canvas);
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if (!r) return;
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const { ctx, w, h } = r;
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const { played, buffered: buffCol, unplayed } = getColors();
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const t = animState.time;
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const tubeH = Math.min(13, Math.max(6, h * 0.62));
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const tubeR = tubeH / 2;
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const y0 = (h - tubeH) / 2;
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const y1 = y0 + tubeH;
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// Glass tube background
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ctx.globalAlpha = 0.18;
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ctx.fillStyle = unplayed;
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ctx.beginPath();
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ctx.roundRect(0, y0, w, tubeH, tubeR);
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ctx.fill();
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ctx.globalAlpha = 0.3;
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ctx.strokeStyle = unplayed;
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ctx.lineWidth = 0.8;
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ctx.stroke();
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if (buffered > 0) {
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ctx.save();
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ctx.beginPath();
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ctx.roundRect(0, y0, w, tubeH, tubeR);
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ctx.clip();
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ctx.globalAlpha = 0.3;
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ctx.fillStyle = buffCol;
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ctx.fillRect(0, y0, buffered * w, tubeH);
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ctx.restore();
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}
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if (progress > 0) {
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const px = progress * w;
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ctx.save();
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ctx.beginPath();
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ctx.roundRect(0, y0, w, tubeH, tubeR);
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ctx.clip();
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// Liquid body with animated wave on top surface
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const surfaceY = y0 + tubeH * 0.22; // liquid surface ~78% full
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const waveAmp = Math.min(2.0, tubeH * 0.14);
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const waveFreq = 0.09;
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ctx.beginPath();
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ctx.moveTo(-1, y1 + 1);
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ctx.lineTo(-1, surfaceY);
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for (let x = 0; x <= px + 1; x += 1) {
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const wave = waveAmp * Math.sin(x * waveFreq + t * 2.2);
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ctx.lineTo(x, surfaceY + wave);
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}
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ctx.lineTo(px + 1, y1 + 1);
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ctx.closePath();
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ctx.globalAlpha = 1;
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ctx.fillStyle = played;
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ctx.shadowColor = played;
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ctx.shadowBlur = 9;
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ctx.fill();
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ctx.shadowBlur = 0;
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// Glass highlight on top
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const hl = ctx.createLinearGradient(0, y0, 0, y0 + tubeH * 0.45);
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hl.addColorStop(0, 'rgba(255,255,255,0.28)');
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hl.addColorStop(1, 'rgba(255,255,255,0)');
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ctx.globalAlpha = 0.6;
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ctx.fillStyle = hl;
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ctx.fillRect(0, y0, px, tubeH * 0.45);
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ctx.restore();
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}
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// Tube outline (on top)
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ctx.globalAlpha = 0.5;
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ctx.strokeStyle = unplayed;
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ctx.lineWidth = 0.8;
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ctx.beginPath();
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ctx.roundRect(0, y0, w, tubeH, tubeR);
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ctx.stroke();
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ctx.globalAlpha = 1;
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}
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function drawRetroTape(
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canvas: HTMLCanvasElement,
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progress: number,
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_buffered: number,
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animState: AnimState,
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) {
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const r = setupCanvas(canvas);
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if (!r) return;
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const { ctx, w, h } = r;
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const { played, unplayed } = getColors();
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const cy = h / 2;
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animState.angle += 0.042;
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const maxR = Math.floor(h / 2) - 1;
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const minR = Math.max(2, maxR * 0.28);
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// supply reel (left): shrinks as progress increases
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const rL = minR + (maxR - minR) * (1 - progress);
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// takeup reel (right): grows as progress increases
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const rR = minR + (maxR - minR) * progress;
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const lx = maxR + 1;
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const rx = w - maxR - 1;
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// Tape between reels
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const tapeLeft = lx + rL + 0.5;
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const tapeRight = rx - rR - 0.5;
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if (tapeRight > tapeLeft) {
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ctx.globalAlpha = 0.45;
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ctx.fillStyle = unplayed;
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ctx.fillRect(tapeLeft, cy - 1.5, tapeRight - tapeLeft, 3);
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}
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const drawReel = (
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cx: number,
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radius: number,
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angle: number,
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isRight: boolean,
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) => {
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const color = isRight ? played : unplayed;
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const alpha = isRight ? (progress > 0 ? 1 : 0.35) : (progress < 1 ? 0.55 : 0.35);
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const glowing = isRight && progress > 0;
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ctx.globalAlpha = alpha;
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if (glowing) { ctx.shadowColor = played; ctx.shadowBlur = 6; }
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// Outer ring
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ctx.strokeStyle = color;
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.arc(cx, cy, radius, 0, Math.PI * 2);
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ctx.stroke();
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ctx.shadowBlur = 0;
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// Hub
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const hubR = Math.max(1.5, radius * 0.3);
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(cx, cy, hubR, 0, Math.PI * 2);
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ctx.fill();
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// Spokes (only if reel is large enough)
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if (radius > hubR + 2.5) {
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ctx.lineWidth = 0.9;
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ctx.strokeStyle = color;
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for (let s = 0; s < 3; s++) {
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const a = angle + (s * Math.PI * 2) / 3;
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ctx.beginPath();
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ctx.moveTo(cx + Math.cos(a) * (hubR + 0.5), cy + Math.sin(a) * (hubR + 0.5));
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ctx.lineTo(cx + Math.cos(a) * (radius - 0.5), cy + Math.sin(a) * (radius - 0.5));
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ctx.stroke();
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}
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}
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};
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drawReel(lx, rL, -animState.angle, false);
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drawReel(rx, rR, animState.angle, true);
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ctx.globalAlpha = 1;
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}
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// ── dispatcher ────────────────────────────────────────────────────────────────
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|
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export function drawSeekbar(
|
||||
@@ -283,13 +689,20 @@ export function drawSeekbar(
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heights: Float32Array | null,
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progress: number,
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buffered: number,
|
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animState?: AnimState,
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) {
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const anim = animState ?? makeAnimState();
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switch (style) {
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case 'waveform': drawWaveform(canvas, heights, progress, buffered); break;
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case 'linedot': drawLineDot(canvas, progress, buffered); break;
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case 'bar': drawBar(canvas, progress, buffered); break;
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case 'thick': drawThick(canvas, progress, buffered); break;
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case 'segmented': drawSegmented(canvas, progress, buffered); break;
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case 'waveform': drawWaveform(canvas, heights, progress, buffered); break;
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case 'linedot': drawLineDot(canvas, progress, buffered); break;
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case 'bar': drawBar(canvas, progress, buffered); break;
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case 'thick': drawThick(canvas, progress, buffered); break;
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case 'segmented': drawSegmented(canvas, progress, buffered); break;
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case 'neon': drawNeon(canvas, progress, buffered); break;
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case 'pulsewave': drawPulseWave(canvas, progress, buffered, anim); break;
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case 'particletrail': drawParticleTrail(canvas, progress, buffered, anim); break;
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case 'liquidfill': drawLiquidFill(canvas, progress, buffered, anim); break;
|
||||
case 'retrotape': drawRetroTape(canvas, progress, buffered, anim); break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -312,13 +725,15 @@ export function SeekbarPreview({
|
||||
useEffect(() => {
|
||||
const canvas = canvasRef.current;
|
||||
if (!canvas) return;
|
||||
const heights = style === 'waveform' ? makeHeights('seekbar-preview-demo') : null;
|
||||
const heights = style === 'waveform' ? makeHeights('seekbar-preview-demo') : null;
|
||||
const animState = makeAnimState();
|
||||
let t = 0;
|
||||
const tick = () => {
|
||||
t += 0.012;
|
||||
t += 0.016;
|
||||
animState.time = t;
|
||||
const progress = 0.15 + 0.65 * (0.5 + 0.5 * Math.sin(t));
|
||||
const buffered = Math.min(1, progress + 0.18);
|
||||
drawSeekbar(canvas, style, heights, progress, buffered);
|
||||
drawSeekbar(canvas, style, heights, progress, buffered, animState);
|
||||
rafRef.current = requestAnimationFrame(tick);
|
||||
};
|
||||
rafRef.current = requestAnimationFrame(tick);
|
||||
@@ -367,11 +782,12 @@ interface Props {
|
||||
}
|
||||
|
||||
export default function WaveformSeek({ trackId }: Props) {
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||
const heightsRef = useRef<Float32Array | null>(null);
|
||||
const progressRef = useRef(0);
|
||||
const bufferedRef = useRef(0);
|
||||
const isDragging = useRef(false);
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||
const heightsRef = useRef<Float32Array | null>(null);
|
||||
const progressRef = useRef(0);
|
||||
const bufferedRef = useRef(0);
|
||||
const isDragging = useRef(false);
|
||||
const animStateRef = useRef<AnimState>(makeAnimState());
|
||||
|
||||
const [hoverPct, setHoverPct] = useState<number | null>(null);
|
||||
|
||||
@@ -388,17 +804,43 @@ export default function WaveformSeek({ trackId }: Props) {
|
||||
heightsRef.current = trackId ? makeHeights(trackId) : null;
|
||||
}, [trackId]);
|
||||
|
||||
// Static styles: redraw on progress / buffered / track changes
|
||||
useEffect(() => {
|
||||
if (ANIMATED_STYLES.has(seekbarStyle)) return;
|
||||
if (canvasRef.current) {
|
||||
drawSeekbar(canvasRef.current, seekbarStyle, heightsRef.current, progress, buffered);
|
||||
}
|
||||
}, [progress, buffered, trackId, seekbarStyle]);
|
||||
|
||||
// Animated styles: rAF loop
|
||||
useEffect(() => {
|
||||
if (!ANIMATED_STYLES.has(seekbarStyle)) return;
|
||||
const canvas = canvasRef.current;
|
||||
if (!canvas) return;
|
||||
animStateRef.current = makeAnimState();
|
||||
let rafId: number;
|
||||
const tick = () => {
|
||||
animStateRef.current.time += 0.016;
|
||||
drawSeekbar(
|
||||
canvas,
|
||||
seekbarStyle,
|
||||
heightsRef.current,
|
||||
progressRef.current,
|
||||
bufferedRef.current,
|
||||
animStateRef.current,
|
||||
);
|
||||
rafId = requestAnimationFrame(tick);
|
||||
};
|
||||
rafId = requestAnimationFrame(tick);
|
||||
return () => cancelAnimationFrame(rafId);
|
||||
}, [seekbarStyle]);
|
||||
|
||||
// Resize observer
|
||||
useEffect(() => {
|
||||
const canvas = canvasRef.current;
|
||||
if (!canvas) return;
|
||||
const ro = new ResizeObserver(() => {
|
||||
drawSeekbar(canvas, seekbarStyle, heightsRef.current, progressRef.current, bufferedRef.current);
|
||||
drawSeekbar(canvas, seekbarStyle, heightsRef.current, progressRef.current, bufferedRef.current, animStateRef.current);
|
||||
});
|
||||
ro.observe(canvas);
|
||||
return () => ro.disconnect();
|
||||
|
||||
Reference in New Issue
Block a user