Files
psysonic/src/components/WaveformSeek.tsx
T
Psychotoxical b6812de26b remove(seekbar): drop realtime_waveform style
Downloaded and fully decoded the entire audio file on every track
change — too CPU/bandwidth intensive to keep. Removes SeekbarStyle
variant, Rust command, waveform_decode function, all frontend canvas
code, seekbarRealtime_waveform i18n keys across all 8 locales, and
unused urlencoding dependency from Cargo.toml.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-16 21:15:48 +02:00

950 lines
28 KiB
TypeScript
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import React, { useEffect, useRef, useState } from 'react';
import { usePlayerStore } from '../store/playerStore';
import { useAuthStore, type SeekbarStyle } from '../store/authStore';
function fmt(s: number): string {
if (!s || isNaN(s)) return '0:00';
return `${Math.floor(s / 60)}:${Math.floor(s % 60).toString().padStart(2, '0')}`;
}
const BAR_COUNT = 500;
const SEG_COUNT = 60;
// ── animation state ───────────────────────────────────────────────────────────
type Particle = {
x: number; y: number;
vx: number; vy: number;
life: number; maxLife: number;
size: number;
};
export type AnimState = {
particles: Particle[];
time: number;
lastProgress: number;
angle: number;
};
export function makeAnimState(): AnimState {
return { particles: [], time: 0, lastProgress: 0, angle: 0 };
}
const ANIMATED_STYLES = new Set<SeekbarStyle>(['particletrail', 'pulsewave', 'liquidfill', 'retrotape']);
// ── color helper ──────────────────────────────────────────────────────────────
function getColors() {
const s = getComputedStyle(document.documentElement);
return {
played: s.getPropertyValue('--waveform-played').trim() || s.getPropertyValue('--accent').trim() || '#cba6f7',
buffered: s.getPropertyValue('--waveform-buffered').trim() || s.getPropertyValue('--ctp-overlay0').trim() || '#6c7086',
unplayed: s.getPropertyValue('--waveform-unplayed').trim() || s.getPropertyValue('--ctp-surface1').trim() || '#313244',
};
}
// ── canvas setup ──────────────────────────────────────────────────────────────
function setupCanvas(
canvas: HTMLCanvasElement,
): { ctx: CanvasRenderingContext2D; w: number; h: number } | null {
const ctx = canvas.getContext('2d');
if (!ctx) return null;
const rect = canvas.getBoundingClientRect();
const w = rect.width || canvas.clientWidth;
const h = rect.height || canvas.clientHeight;
if (w === 0 || h === 0) return null;
const dpr = window.devicePixelRatio || 1;
const pw = Math.round(w * dpr);
const ph = Math.round(h * dpr);
if (canvas.width !== pw || canvas.height !== ph) {
canvas.width = pw;
canvas.height = ph;
}
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, w, h);
return { ctx, w, h };
}
// ── waveform heights ──────────────────────────────────────────────────────────
function hashStr(str: string): number {
let h = 0x811c9dc5;
for (let i = 0; i < str.length; i++) {
h = (h ^ str.charCodeAt(i)) >>> 0;
h = Math.imul(h, 0x01000193) >>> 0;
}
return h;
}
export function makeHeights(trackId: string): Float32Array {
let s = hashStr(trackId);
const h = new Float32Array(BAR_COUNT);
for (let i = 0; i < BAR_COUNT; i++) {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
h[i] = s / 0xffffffff;
}
for (let pass = 0; pass < 5; pass++) {
for (let i = 1; i < BAR_COUNT - 1; i++) {
h[i] = h[i - 1] * 0.25 + h[i] * 0.5 + h[i + 1] * 0.25;
}
}
let max = 0;
for (let i = 0; i < BAR_COUNT; i++) if (h[i] > max) max = h[i];
if (max > 0) for (let i = 0; i < BAR_COUNT; i++) h[i] = 0.12 + (h[i] / max) * 0.88;
return h;
}
// ── draw functions ────────────────────────────────────────────────────────────
function drawWaveform(
canvas: HTMLCanvasElement,
heights: Float32Array | null,
progress: number,
buffered: number,
) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
if (!heights) {
ctx.globalAlpha = 0.3;
ctx.fillStyle = unplayed;
ctx.fillRect(0, (h - 2) / 2, w, 2);
ctx.globalAlpha = 1;
return;
}
const x1Of = (i: number) => (i / BAR_COUNT) * w;
const x2Of = (i: number) => ((i + 1) / BAR_COUNT) * w;
ctx.globalAlpha = 0.28;
ctx.fillStyle = unplayed;
for (let i = 0; i < BAR_COUNT; i++) {
if (i / BAR_COUNT < buffered) continue;
const bh = Math.max(1, heights[i] * h);
const x = x1Of(i);
ctx.fillRect(x, (h - bh) / 2, x2Of(i) - x, bh);
}
ctx.globalAlpha = 0.45;
ctx.fillStyle = buffCol;
for (let i = 0; i < BAR_COUNT; i++) {
const frac = i / BAR_COUNT;
if (frac < progress || frac >= buffered) continue;
const bh = Math.max(1, heights[i] * h);
const x = x1Of(i);
ctx.fillRect(x, (h - bh) / 2, x2Of(i) - x, bh);
}
if (progress > 0) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 5;
for (let i = 0; i < BAR_COUNT; i++) {
if (i / BAR_COUNT >= progress) break;
const bh = Math.max(1, heights[i] * h);
const x = x1Of(i);
ctx.fillRect(x, (h - bh) / 2, x2Of(i) - x, bh);
}
ctx.shadowBlur = 0;
}
ctx.globalAlpha = 1;
// Fade both edges to transparent using destination-in gradient mask
const fadeW = Math.min(22, w * 0.07);
const mask = ctx.createLinearGradient(0, 0, w, 0);
mask.addColorStop(0, 'transparent');
mask.addColorStop(fadeW / w, 'black');
mask.addColorStop(1 - fadeW / w, 'black');
mask.addColorStop(1, 'transparent');
ctx.globalCompositeOperation = 'destination-in';
ctx.fillStyle = mask;
ctx.fillRect(0, 0, w, h);
ctx.globalCompositeOperation = 'source-over';
}
function drawLineDot(canvas: HTMLCanvasElement, progress: number, buffered: number) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const cy = h / 2;
const lh = 2;
const dotR = 5;
ctx.globalAlpha = 0.35;
ctx.fillStyle = unplayed;
ctx.fillRect(0, cy - lh / 2, w, lh);
if (buffered > 0) {
ctx.globalAlpha = 0.55;
ctx.fillStyle = buffCol;
ctx.fillRect(0, cy - lh / 2, buffered * w, lh);
}
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.fillRect(0, cy - lh / 2, progress * w, lh);
const dx = Math.max(dotR, Math.min(w - dotR, progress * w));
ctx.shadowColor = played;
ctx.shadowBlur = 7;
ctx.beginPath();
ctx.arc(dx, cy, dotR, 0, Math.PI * 2);
ctx.fillStyle = played;
ctx.fill();
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
}
function drawBar(canvas: HTMLCanvasElement, progress: number, buffered: number) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const bh = 4;
const rad = bh / 2;
const y = (h - bh) / 2;
ctx.globalAlpha = 0.3;
ctx.fillStyle = unplayed;
ctx.beginPath();
ctx.roundRect(0, y, w, bh, rad);
ctx.fill();
if (buffered > 0) {
ctx.globalAlpha = 0.5;
ctx.fillStyle = buffCol;
ctx.beginPath();
ctx.roundRect(0, y, buffered * w, bh, rad);
ctx.fill();
}
if (progress > 0) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 5;
ctx.beginPath();
ctx.roundRect(0, y, progress * w, bh, rad);
ctx.fill();
ctx.shadowBlur = 0;
}
ctx.globalAlpha = 1;
}
function drawThick(canvas: HTMLCanvasElement, progress: number, buffered: number) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const bh = Math.min(14, h);
const rad = bh / 2;
const y = (h - bh) / 2;
ctx.globalAlpha = 0.25;
ctx.fillStyle = unplayed;
ctx.beginPath();
ctx.roundRect(0, y, w, bh, rad);
ctx.fill();
if (buffered > 0) {
ctx.globalAlpha = 0.45;
ctx.fillStyle = buffCol;
ctx.beginPath();
ctx.roundRect(0, y, buffered * w, bh, rad);
ctx.fill();
}
if (progress > 0) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.roundRect(0, y, progress * w, bh, rad);
ctx.fill();
ctx.shadowBlur = 0;
}
ctx.globalAlpha = 1;
}
function drawSegmented(canvas: HTMLCanvasElement, progress: number, buffered: number) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const gap = 2;
const segW = (w - gap * (SEG_COUNT - 1)) / SEG_COUNT;
const segH = h * 0.65;
const y = (h - segH) / 2;
const playedIdx = Math.floor(progress * SEG_COUNT);
for (let i = 0; i < SEG_COUNT; i++) {
const frac = i / SEG_COUNT;
const x = i * (segW + gap);
ctx.shadowBlur = 0;
if (frac < progress) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
if (i === playedIdx - 1) {
ctx.shadowColor = played;
ctx.shadowBlur = 5;
}
} else if (frac < buffered) {
ctx.globalAlpha = 0.55;
ctx.fillStyle = buffCol;
} else {
ctx.globalAlpha = 0.28;
ctx.fillStyle = unplayed;
}
ctx.beginPath();
ctx.roundRect(x, y, Math.max(1, segW), segH, 1);
ctx.fill();
}
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
}
// ── new styles ────────────────────────────────────────────────────────────────
function drawNeon(canvas: HTMLCanvasElement, progress: number, buffered: number) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, unplayed } = getColors();
const cy = h / 2;
// Ghost track — barely visible
ctx.globalAlpha = 0.07;
ctx.fillStyle = unplayed;
ctx.fillRect(0, cy - 1, w, 2);
if (buffered > 0) {
ctx.globalAlpha = 0.12;
ctx.fillStyle = unplayed;
ctx.fillRect(0, cy - 1, buffered * w, 2);
}
if (progress <= 0) return;
const px = progress * w;
// Wide outer glow
ctx.globalAlpha = 0.18;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 22;
ctx.fillRect(0, cy - 5, px, 10);
// Mid glow
ctx.globalAlpha = 0.45;
ctx.shadowBlur = 12;
ctx.fillRect(0, cy - 2.5, px, 5);
// Inner glow
ctx.globalAlpha = 0.85;
ctx.shadowBlur = 5;
ctx.fillRect(0, cy - 1.5, px, 3);
// Bright white core
ctx.globalAlpha = 1;
ctx.fillStyle = '#ffffff';
ctx.shadowColor = played;
ctx.shadowBlur = 4;
ctx.fillRect(0, cy - 0.75, px, 1.5);
// End-cap flare
ctx.shadowBlur = 16;
ctx.beginPath();
ctx.arc(px, cy, 2.5, 0, Math.PI * 2);
ctx.fillStyle = '#ffffff';
ctx.fill();
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
}
function drawPulseWave(
canvas: HTMLCanvasElement,
progress: number,
buffered: number,
animState: AnimState,
) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const cy = h / 2;
const px = progress * w;
const t = animState.time;
// Base line
ctx.globalAlpha = 0.3;
ctx.fillStyle = unplayed;
ctx.fillRect(0, cy - 1, w, 2);
if (buffered > 0) {
ctx.globalAlpha = 0.45;
ctx.fillStyle = buffCol;
ctx.fillRect(0, cy - 1, buffered * w, 2);
}
// Animated pulse centered at playhead
const pulseR = Math.min(38, w * 0.13);
const amp = Math.min(h * 0.42, 5.5);
const sigma = pulseR * 0.42;
const startX = Math.max(0, px - pulseR);
const endX = Math.min(w, px + pulseR);
// Flat played line up to where the wave envelope starts
if (progress > 0) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 3;
ctx.fillRect(0, cy - 1, startX, 2);
ctx.shadowBlur = 0;
}
ctx.globalAlpha = 1;
ctx.strokeStyle = played;
ctx.lineWidth = 1.5;
ctx.shadowColor = played;
ctx.shadowBlur = 7;
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.beginPath();
ctx.moveTo(startX, cy);
for (let x = startX; x <= endX; x += 0.75) {
const dx = x - px;
const env = Math.exp(-(dx * dx) / (2 * sigma * sigma));
const wave = env * amp * Math.sin(dx * 0.28 - t * 18);
ctx.lineTo(x, cy - wave);
}
ctx.stroke();
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
}
function drawParticleTrail(
canvas: HTMLCanvasElement,
progress: number,
buffered: number,
animState: AnimState,
) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const cy = h / 2;
const px = progress * w;
// Spawn particles at playhead based on movement
const prevPx = animState.lastProgress * w;
const moved = Math.abs(px - prevPx);
const spawnN = Math.min(5, 1 + Math.floor(moved * 1.5));
for (let i = 0; i < spawnN; i++) {
animState.particles.push({
x: px + (Math.random() - 0.5) * 3,
y: cy + (Math.random() - 0.5) * (h * 0.55),
vx: -(Math.random() * 1.0 + 0.3),
vy: (Math.random() - 0.5) * 0.6,
life: 1,
maxLife: 25 + Math.random() * 35,
size: Math.random() * 1.8 + 0.8,
});
}
animState.lastProgress = progress;
// Update + cull
for (const p of animState.particles) {
p.x += p.vx;
p.y += p.vy;
p.vy *= 0.97;
p.life -= 1 / p.maxLife;
}
animState.particles = animState.particles.filter(p => p.life > 0);
if (animState.particles.length > 180) {
animState.particles = animState.particles.slice(-180);
}
// Background line
ctx.globalAlpha = 0.28;
ctx.fillStyle = unplayed;
ctx.fillRect(0, cy - 1, w, 2);
if (buffered > 0) {
ctx.globalAlpha = 0.45;
ctx.fillStyle = buffCol;
ctx.fillRect(0, cy - 1, buffered * w, 2);
}
// Played line
if (progress > 0) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 4;
ctx.fillRect(0, cy - 1, px, 2);
ctx.shadowBlur = 0;
}
// Particles
ctx.shadowColor = played;
for (const p of animState.particles) {
ctx.globalAlpha = p.life * 0.85;
ctx.shadowBlur = 5;
ctx.fillStyle = played;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
}
ctx.shadowBlur = 0;
// Playhead dot
if (progress > 0) {
const dx = Math.max(5, Math.min(w - 5, px));
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.arc(dx, cy, 4, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
}
ctx.globalAlpha = 1;
}
function drawLiquidFill(
canvas: HTMLCanvasElement,
progress: number,
buffered: number,
animState: AnimState,
) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const t = animState.time;
const tubeH = Math.min(13, Math.max(6, h * 0.62));
const tubeR = tubeH / 2;
const y0 = (h - tubeH) / 2;
const y1 = y0 + tubeH;
// Glass tube background
ctx.globalAlpha = 0.18;
ctx.fillStyle = unplayed;
ctx.beginPath();
ctx.roundRect(0, y0, w, tubeH, tubeR);
ctx.fill();
ctx.globalAlpha = 0.3;
ctx.strokeStyle = unplayed;
ctx.lineWidth = 0.8;
ctx.stroke();
if (buffered > 0) {
ctx.save();
ctx.beginPath();
ctx.roundRect(0, y0, w, tubeH, tubeR);
ctx.clip();
ctx.globalAlpha = 0.3;
ctx.fillStyle = buffCol;
ctx.fillRect(0, y0, buffered * w, tubeH);
ctx.restore();
}
if (progress > 0) {
const px = progress * w;
ctx.save();
ctx.beginPath();
ctx.roundRect(0, y0, w, tubeH, tubeR);
ctx.clip();
// Liquid body with animated wave on top surface
const surfaceY = y0 + tubeH * 0.22; // liquid surface ~78% full
const waveAmp = Math.min(2.0, tubeH * 0.14);
const waveFreq = 0.09;
ctx.beginPath();
ctx.moveTo(-1, y1 + 1);
ctx.lineTo(-1, surfaceY);
for (let x = 0; x <= px + 1; x += 1) {
const wave = waveAmp * Math.sin(x * waveFreq + t * 2.2);
ctx.lineTo(x, surfaceY + wave);
}
ctx.lineTo(px + 1, y1 + 1);
ctx.closePath();
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 9;
ctx.fill();
ctx.shadowBlur = 0;
// Glass highlight on top
const hl = ctx.createLinearGradient(0, y0, 0, y0 + tubeH * 0.45);
hl.addColorStop(0, 'rgba(255,255,255,0.28)');
hl.addColorStop(1, 'rgba(255,255,255,0)');
ctx.globalAlpha = 0.6;
ctx.fillStyle = hl;
ctx.fillRect(0, y0, px, tubeH * 0.45);
ctx.restore();
}
// Tube outline (on top)
ctx.globalAlpha = 0.5;
ctx.strokeStyle = unplayed;
ctx.lineWidth = 0.8;
ctx.beginPath();
ctx.roundRect(0, y0, w, tubeH, tubeR);
ctx.stroke();
ctx.globalAlpha = 1;
}
function drawRetroTape(
canvas: HTMLCanvasElement,
progress: number,
buffered: number,
animState: AnimState,
) {
const r = setupCanvas(canvas);
if (!r) return;
const { ctx, w, h } = r;
const { played, buffered: buffCol, unplayed } = getColors();
const cy = h / 2;
animState.angle += 0.055;
const reelR = Math.min(h / 2 - 0.5, 9);
// Map progress to a center x that keeps the reel fully within the canvas
const px = reelR + (w - 2 * reelR) * progress;
// Background track
ctx.globalAlpha = 0.3;
ctx.fillStyle = unplayed;
ctx.fillRect(0, cy - 1, w, 2);
if (buffered > 0) {
ctx.globalAlpha = 0.5;
ctx.fillStyle = buffCol;
ctx.fillRect(0, cy - 1, buffered * w, 2);
}
// Played portion — up to the left edge of the reel
if (progress > 0) {
ctx.globalAlpha = 1;
ctx.fillStyle = played;
ctx.shadowColor = played;
ctx.shadowBlur = 4;
ctx.fillRect(0, cy - 1, px - reelR, 2);
ctx.shadowBlur = 0;
}
// Spinning reel at playhead
ctx.globalAlpha = 1;
ctx.strokeStyle = played;
ctx.lineWidth = 1;
ctx.shadowColor = played;
ctx.shadowBlur = 7;
// Outer ring
ctx.beginPath();
ctx.arc(px, cy, reelR, 0, Math.PI * 2);
ctx.stroke();
ctx.shadowBlur = 0;
// Hub
const hubR = Math.max(1.5, reelR * 0.28);
ctx.fillStyle = played;
ctx.beginPath();
ctx.arc(px, cy, hubR, 0, Math.PI * 2);
ctx.fill();
// Spokes
if (reelR > hubR + 2) {
ctx.lineWidth = 0.9;
ctx.strokeStyle = played;
for (let s = 0; s < 3; s++) {
const a = animState.angle + (s * Math.PI * 2) / 3;
ctx.beginPath();
ctx.moveTo(px + Math.cos(a) * (hubR + 0.5), cy + Math.sin(a) * (hubR + 0.5));
ctx.lineTo(px + Math.cos(a) * (reelR - 0.5), cy + Math.sin(a) * (reelR - 0.5));
ctx.stroke();
}
}
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
}
// ── dispatcher ────────────────────────────────────────────────────────────────
export function drawSeekbar(
canvas: HTMLCanvasElement,
style: SeekbarStyle,
heights: Float32Array | null,
progress: number,
buffered: number,
animState?: AnimState,
) {
const anim = animState ?? makeAnimState();
switch (style) {
case 'waveform': drawWaveform(canvas, heights, progress, buffered); break;
case 'linedot': drawLineDot(canvas, progress, buffered); break;
case 'bar': drawBar(canvas, progress, buffered); break;
case 'thick': drawThick(canvas, progress, buffered); break;
case 'segmented': drawSegmented(canvas, progress, buffered); break;
case 'neon': drawNeon(canvas, progress, buffered); break;
case 'pulsewave': drawPulseWave(canvas, progress, buffered, anim); break;
case 'particletrail': drawParticleTrail(canvas, progress, buffered, anim); break;
case 'liquidfill': drawLiquidFill(canvas, progress, buffered, anim); break;
case 'retrotape': drawRetroTape(canvas, progress, buffered, anim); break;
}
}
// ── SeekbarPreview (animated, for Settings) ───────────────────────────────────
export function SeekbarPreview({
style,
label,
selected,
onClick,
}: {
style: SeekbarStyle;
label: string;
selected: boolean;
onClick: () => void;
}) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const rafRef = useRef<number | null>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
let heights: Float32Array | null = null;
if (style === 'waveform') {
heights = makeHeights('seekbar-preview-demo');
}
const animState = makeAnimState();
let t = 0;
const tick = () => {
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, animState);
rafRef.current = requestAnimationFrame(tick);
};
rafRef.current = requestAnimationFrame(tick);
return () => { if (rafRef.current !== null) cancelAnimationFrame(rafRef.current); };
}, [style]);
return (
<button
onClick={onClick}
style={{
border: `2px solid ${selected ? 'var(--accent)' : 'var(--ctp-surface1)'}`,
borderRadius: 8,
background: selected
? 'color-mix(in srgb, var(--accent) 12%, transparent)'
: 'var(--bg-card, var(--ctp-base))',
padding: '10px 12px 8px',
cursor: 'pointer',
width: 130,
display: 'flex',
flexDirection: 'column',
gap: 6,
alignItems: 'stretch',
transition: 'border-color 0.15s, background 0.15s',
}}
>
<canvas
ref={canvasRef}
style={{ width: '100%', height: 24, display: 'block' }}
/>
<span style={{
fontSize: 11,
color: selected ? 'var(--accent)' : 'var(--text-secondary)',
textAlign: 'center',
fontWeight: selected ? 600 : 400,
}}>
{label}
</span>
</button>
);
}
// ── main component ────────────────────────────────────────────────────────────
//
// Architecture:
// Static styles (waveform, bar, …): drawn directly in the Zustand subscription
// callback — no React re-renders, no rAF loop. 2 draws/s at the 500 ms
// Rust interval. shadowBlur + 500 canvas bars on a software-rendered
// WebKitGTK context is too expensive for a continuous 60 fps loop.
// Animated styles (pulsewave, particletrail, …): rAF loop at 60 fps, reads
// refs that the subscription keeps up-to-date.
// Drag: draws synchronously in seekToFraction for 1:1 responsiveness.
interface Props {
trackId: string | undefined;
}
export default function WaveformSeek({ trackId }: Props) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const heightsRef = useRef<Float32Array | null>(null);
const progressRef = useRef(usePlayerStore.getState().progress);
const bufferedRef = useRef(usePlayerStore.getState().buffered);
const isDragging = useRef(false);
const animStateRef = useRef<AnimState>(makeAnimState());
const [hoverPct, setHoverPct] = useState<number | null>(null);
const seek = usePlayerStore(s => s.seek);
const duration = usePlayerStore(s => s.currentTrack?.duration ?? 0);
const seekbarStyle = useAuthStore(s => s.seekbarStyle);
// Ref so the subscription callback (closed over at mount) can read the
// current style without stale-closure issues.
const styleRef = useRef(seekbarStyle);
styleRef.current = seekbarStyle;
useEffect(() => {
if (!trackId) {
heightsRef.current = null;
return;
}
heightsRef.current = makeHeights(trackId);
}, [trackId]);
// Imperative subscription — no React re-renders from progress changes.
// Static styles draw here; animated styles only update refs.
useEffect(() => {
return usePlayerStore.subscribe((state, prev) => {
if (state.progress === prev.progress && state.buffered === prev.buffered) return;
progressRef.current = state.progress;
bufferedRef.current = state.buffered;
if (!ANIMATED_STYLES.has(styleRef.current)) {
const canvas = canvasRef.current;
if (canvas) drawSeekbar(canvas, styleRef.current, heightsRef.current, state.progress, state.buffered);
}
});
}, []);
// Initial draw for static styles when style or track changes.
useEffect(() => {
if (ANIMATED_STYLES.has(seekbarStyle)) return;
const canvas = canvasRef.current;
if (canvas) drawSeekbar(canvas, seekbarStyle, heightsRef.current, progressRef.current, bufferedRef.current);
}, [seekbarStyle, trackId]);
// rAF loop — animated styles only.
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, animStateRef.current);
});
ro.observe(canvas);
return () => ro.disconnect();
}, [seekbarStyle]);
// Theme change observer — redraw canvas when theme changes.
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const observer = new MutationObserver(() => {
drawSeekbar(canvas, seekbarStyle, heightsRef.current, progressRef.current, bufferedRef.current, animStateRef.current);
});
observer.observe(document.documentElement, { attributes: true, attributeFilter: ['data-theme'] });
return () => observer.disconnect();
}, [seekbarStyle]);
const trackIdRef = useRef(trackId);
trackIdRef.current = trackId;
const seekRef = useRef(seek);
seekRef.current = seek;
// Seek to a 01 fraction: draw immediately for 1:1 responsiveness, then
// let the store + Rust catch up asynchronously.
const seekToFraction = (fraction: number) => {
progressRef.current = fraction;
const canvas = canvasRef.current;
if (canvas && !ANIMATED_STYLES.has(styleRef.current)) {
drawSeekbar(canvas, styleRef.current, heightsRef.current, fraction, bufferedRef.current);
}
seekRef.current(fraction);
};
useEffect(() => {
const seekFromX = (clientX: number) => {
const canvas = canvasRef.current;
if (!canvas || !trackIdRef.current) return;
const rect = canvas.getBoundingClientRect();
seekToFraction(Math.max(0, Math.min(1, (clientX - rect.left) / rect.width)));
};
const onMove = (e: MouseEvent) => { if (isDragging.current) seekFromX(e.clientX); };
const onUp = () => { isDragging.current = false; };
window.addEventListener('mousemove', onMove);
window.addEventListener('mouseup', onUp);
return () => {
window.removeEventListener('mousemove', onMove);
window.removeEventListener('mouseup', onUp);
};
}, []);
return (
<div style={{ position: 'relative', width: '100%' }}>
{hoverPct !== null && duration > 0 && (
<span
className="player-volume-pct"
style={{ left: `${hoverPct * 100}%` }}
>
{fmt(hoverPct * duration)}
</span>
)}
<canvas
ref={canvasRef}
style={{ width: '100%', height: '24px', cursor: trackId ? 'pointer' : 'default', display: 'block' }}
onMouseDown={e => {
isDragging.current = true;
const rect = e.currentTarget.getBoundingClientRect();
seekToFraction(Math.max(0, Math.min(1, (e.clientX - rect.left) / rect.width)));
}}
onMouseMove={e => {
if (!trackId) return;
const rect = e.currentTarget.getBoundingClientRect();
setHoverPct(Math.max(0, Math.min(1, (e.clientX - rect.left) / rect.width)));
}}
onMouseLeave={() => setHoverPct(null)}
/>
</div>
);
}