feat: import M3Shapes, M3 loading indicator and weather + resources + media revamp in lockscreen
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@@ -0,0 +1,114 @@
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import QtQuick
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import Quickshell
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import M3Shapes
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import qs.Config
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MaterialShape {
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id: root
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property bool animated: true
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property real cRotation
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property bool containsIcon
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property real dampingRatio: 0.6
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property real lRotation
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property int morphAnimRotation: 60
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property real morphScale: 0.14
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property alias rotateAnimDuration: rotateAnim.duration
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property int shapeIndex
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property list<int> shapes: {
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if (containsIcon)
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return [MaterialShape.SoftBurst, MaterialShape.Cookie9Sided, MaterialShape.Pill, MaterialShape.Sunny, MaterialShape.Cookie4Sided, MaterialShape.Oval];
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return [MaterialShape.SoftBurst, MaterialShape.Cookie9Sided, MaterialShape.Pentagon, MaterialShape.Pill, MaterialShape.Sunny, MaterialShape.Cookie4Sided, MaterialShape.Oval];
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}
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readonly property real springDuration: {
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const wn = Math.sqrt(stiffness);
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const r = -dampingRatio * wn;
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const c = 1 / Math.sqrt(1 - dampingRatio * dampingRatio);
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return Math.log(visibilityThreshold / c) / r;
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}
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readonly property real springMaxVelocity: {
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const wn = Math.sqrt(stiffness);
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const factor = Math.exp(-z * Math.acos(z) / Math.sqrt(1 - z * z));
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return wn * factor;
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}
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property bool springSettled: true
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property real stiffness: 180
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property real thisLRotation
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property real visibilityThreshold: 0.075
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function spring(t: real): var {
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const wn = Math.sqrt(stiffness);
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const za = dampingRatio * wn;
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const wd = wn * Math.sqrt(1 - dampingRatio * dampingRatio);
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const r = za / wd;
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const pos = 1 - Math.exp(-za * t) * (Math.cos(wd * t) + r * Math.sin(wd * t));
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const vel = Math.exp(-za * t) * (wn * wn / wd) * Math.sin(wd * t);
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return [pos, vel];
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}
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color: DynamicColors.palette.m3primary
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implicitSize: 38
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toShape: shapes[0]
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RotationAnimation on cRotation {
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id: rotateAnim
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duration: 4666
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easing.type: Easing.Linear
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from: 0
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loops: Animation.Infinite
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running: root.animated
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to: 360
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}
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Behavior on color {
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CAnim {
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}
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}
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ElapsedTimer {
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id: timer
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}
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FrameAnimation {
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running: root.animated && !root.springSettled
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onTriggered: {
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const t = timer.elapsed();
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if (t >= root.springDuration) {
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root.springSettled = true;
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} else {
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const [pos, vel] = root.spring(t);
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root.morphProgress = Math.min(1, pos); // Overshooting the morph looks weird
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root.thisLRotation = pos * root.morphAnimRotation;
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root.scale = 1 + vel * root.morphScale / root.springMaxVelocity;
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}
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}
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}
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Timer {
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interval: 650
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repeat: true
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running: root.animated
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triggeredOnStart: true
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onTriggered: {
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root.beginBatchUpdate();
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root.fromShape = root.toShape;
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root.shapeIndex = (root.shapeIndex + 1) % root.shapes.length;
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root.toShape = root.shapes[root.shapeIndex];
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root.morphProgress = 0;
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root.rotation = root.rotation;
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root.lRotation = (root.lRotation + root.thisLRotation) % 360;
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root.thisLRotation = 0;
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root.rotation = Qt.binding(() => root.cRotation + root.lRotation + root.thisLRotation);
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root.springSettled = false;
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timer.restart();
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root.endBatchUpdate();
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}
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}
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}
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@@ -6,25 +6,55 @@ import qs.Effects
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CustomListView {
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id: root
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property real bottomFadeOpacity: fadeShouldBeActive(false) ? 0 : 1
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property real endFadeOpacity: fadeShouldBeActive(false) ? 0 : 1
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property real fadeAmount: 0.1
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property real topFadeOpacity: fadeShouldBeActive(true) ? 0 : 1
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readonly property bool horizontal: orientation === ListView.Horizontal
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property real startFadeOpacity: fadeShouldBeActive(true) ? 0 : 1
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function fadeShouldBeActive(isStart: bool): bool {
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// When content is smaller than flickable size, hide fade when rebound starts
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if (contentHeight + topMargin + bottomMargin < height && rebound.running && ((isStart ? verticalOvershoot > 0 : verticalOvershoot < 0)))
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return false;
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if (isStart)
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return visibleArea.yPosition > 0;
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return visibleArea.yPosition + visibleArea.heightRatio < 1;
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function contentSize(): real {
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return horizontal ? contentWidth : contentHeight;
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}
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flickableDirection: Flickable.VerticalFlick
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layer.enabled: true
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orientation: ListView.Vertical
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function fadeShouldBeActive(isStart: bool): bool {
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// When content is smaller than flickable size, hide fade when rebound starts.
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if (contentSize() + marginStart() + marginEnd() < viewportSize() && rebound.running && ((isStart ? overshootStart() > 0 : overshootStart() < 0))) {
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return false;
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}
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Behavior on bottomFadeOpacity {
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if (isStart)
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return visibleStart() > 0;
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return visibleStart() + visibleRatio() < 1;
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}
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function marginEnd(): real {
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return horizontal ? rightMargin : bottomMargin;
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}
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function marginStart(): real {
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return horizontal ? leftMargin : topMargin;
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}
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function overshootStart(): real {
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return horizontal ? horizontalOvershoot : verticalOvershoot;
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}
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function viewportSize(): real {
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return horizontal ? width : height;
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}
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function visibleRatio(): real {
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return horizontal ? visibleArea.widthRatio : visibleArea.heightRatio;
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}
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function visibleStart(): real {
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return horizontal ? visibleArea.xPosition : visibleArea.yPosition;
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}
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flickableDirection: horizontal ? Flickable.HorizontalFlick : Flickable.VerticalFlick
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layer.enabled: true
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Behavior on endFadeOpacity {
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Anim {
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type: Anim.SlowEffects
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}
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@@ -40,10 +70,10 @@ CustomListView {
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visible: false
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gradient: Gradient {
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orientation: Gradient.Vertical
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orientation: root.horizontal ? Gradient.Horizontal : Gradient.Vertical
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GradientStop {
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color: Qt.rgba(0, 0, 0, root.topFadeOpacity)
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color: Qt.rgba(0, 0, 0, root.startFadeOpacity)
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position: 0
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}
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@@ -58,13 +88,13 @@ CustomListView {
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}
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GradientStop {
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color: Qt.rgba(0, 0, 0, root.bottomFadeOpacity)
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color: Qt.rgba(0, 0, 0, root.endFadeOpacity)
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position: 1
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}
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}
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}
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}
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Behavior on topFadeOpacity {
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Behavior on startFadeOpacity {
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Anim {
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type: Anim.SlowEffects
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}
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@@ -0,0 +1,46 @@
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import QtQuick
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import QtQuick.Shapes
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import qs.Config
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Shape {
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id: root
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property real amplitude: 3
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property color color: DynamicColors.palette.m3surfaceContainer
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readonly property real waveHeight: amplitude * 2
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property int waves: 4
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asynchronous: true
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preferredRendererType: Shape.CurveRenderer
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ShapePath {
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fillColor: root.color
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strokeColor: "transparent"
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strokeWidth: 0
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Behavior on fillColor {
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CAnim {
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}
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}
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PathSvg {
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path: {
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const w = root.width;
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const h = root.height;
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const a = root.amplitude;
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const n = Math.max(1, root.waves);
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const wl = w / n;
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const half = wl / 2;
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let d = `M 0,${a} `;
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for (let i = 0; i < n; ++i) {
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const x = i * wl;
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d += `Q ${x + half / 2},${-a} ${x + half},${a} `;
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d += `Q ${x + half + half / 2},${3 * a} ${x + wl},${a} `;
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}
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d += `L ${w},${h} L 0,${h} Z`;
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return d;
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}
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}
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}
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}
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