3 changed files with 686 additions and 6 deletions
+23
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import QtQuick
import qs.Services
Flickable {
id: root
interactive: !ShellState.forActive().isDrawing
rebound: Transition {
Anim {
properties: "x,y"
type: Anim.FastEffects
}
}
readonly property KineticWheelScroller _scroller: KineticWheelScroller {
id: wheelScroller
anchors.fill: parent
parent: root
z: 12
flickable: root
}
}
+654
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import QtQuick
// Taken from hyprfm: https://github.com/soyeb-jim285/hyprfm/blob/main/src/qml/views/KineticWheelScroller.qml
// Adapted to fit this project where needed.
// Deliberately not a MouseArea: a MouseArea claims the arrow cursor for its
// whole area, which silently killed every cursorShape in the views this
// overlays (column resize grips, pointer hands). A WheelHandler on a plain
// Item takes wheel events without touching the cursor.
Item {
id: root
required property var flickable
property real wheelStep: 56
property real mouseWheelMultiplier: 1.0
property real touchpadMultiplier: 1.35
property real minVelocity: 480
property real maxVelocity: 5200
property real kineticGain: 1.35
property real smoothing: 0.72
property real edgeEpsilon: 1.0
// Browser-style overscroll: larger visible rubber-band, softer
// resistance, and a springy settle on release.
property real overshootLimit: 140
property real overshootResistance: 0.38
property real maxOvershootInput: 520
// Bounce magnitude per unit of impact velocity. Keep this deliberately
// small: slow edge hits should settle, not fire a visibly faster bounce.
property real kineticBounceGain: 0.018
property real maxKineticBounceInput: 90
// Minimum impact velocity that actually produces a visible bounce.
// Very slow landings skip bounce entirely — matches what browsers do
// when a fling decays to near-zero before reaching the edge.
property real minBounceVelocity: 260
property real velocity: 0
property double lastWheelTimestamp: 0
property bool kineticCandidate: false
property real overshootInput: 0
property real overshootReleaseVelocity: 0
property real pendingKineticBounceVelocity: 0
// Set by runKineticGlide when the glide will clamp against an edge.
// It is the glide velocity at the instant of impact, which drives the
// elastic bounce amount and duration — browser-style: slow impact
// makes a small gentle bounce; fast impact makes a big springy one.
property real pendingImpactVelocity: 0
// Browser-style exponential-feeling glide replaces the linear
// flickDeceleration decay. Tail uses OutQuart — soft landing.
property real kineticTau: 0.42
property real mouseGlideTime: 0.09 // decay time constant (s); higher = longer coast
property real mouseAccelWindow: 140 // ms between notches that counts as "continuous"
property real mouseAccelStep: 0.15 // extra impulse multiplier per consecutive notch
property real mouseMaxAccel: 2.5
property real mouseSnap: 0.2 // fraction of each notch applied instantly (0 = fully glided, 1 = no smoothing)
property real mouseVelocity: 0
property int mouseDir: 0
property int mouseStreak: 0
property double mouseLastTime: 0
// Escape hatch if auto-detection misjudges a device
property bool forceMouseWheel: false
readonly property real visualOvershoot: overshootInput < 0 ? rubberDistance(-overshootInput) : -rubberDistance(overshootInput)
signal scrollStarted
WheelHandler {
id: wheelHandler
acceptedDevices: PointerDevice.Mouse | PointerDevice.TouchPad
// `blocking` decides whether the event continues to the Flickable
// underneath; handleWheel() flips it per event (the old MouseArea
// code toggled wheel.accepted for the same purpose).
onWheel: wheel => root.handleWheel(wheel)
}
function isMouseWheel(wheel) {
if (forceMouseWheel)
return true;
var ay = wheel.angleDelta.y;
if (ay === 0)
return false;
return Math.abs(ay) % 120 === 0;
}
function minimumContentY() {
if (!flickable)
return 0;
return flickable.originY;
}
function maximumContentY() {
if (!flickable)
return 0;
return Math.max(minimumContentY(), minimumContentY() + flickable.contentHeight - flickable.height);
}
function boundedContentY(value) {
return Math.max(minimumContentY(), Math.min(maximumContentY(), value));
}
function rubberDistance(distance) {
if (distance <= 0)
return 0;
var scaled = (distance * overshootResistance) / overshootLimit;
return overshootLimit * (1 - 1 / (1 + scaled));
}
function setOvershootInput(value) {
overshootInput = Math.max(-maxOvershootInput, Math.min(maxOvershootInput, value));
}
function hasOvershoot() {
return Math.abs(overshootInput) > edgeEpsilon;
}
function absorbOvershoot(delta) {
if (!hasOvershoot())
return delta;
var sameDirection = (overshootInput < 0 && delta < 0) || (overshootInput > 0 && delta > 0);
if (sameDirection) {
setOvershootInput(overshootInput + delta);
return 0;
}
var combined = overshootInput + delta;
if ((overshootInput < 0 && combined < 0) || (overshootInput > 0 && combined > 0)) {
setOvershootInput(combined);
return 0;
}
setOvershootInput(0);
return combined;
}
function deltaFor(wheel) {
var rawDelta;
if (isMouseWheel(wheel))
rawDelta = (wheel.angleDelta.y / 120.0) * wheelStep * mouseWheelMultiplier;
else
rawDelta = wheel.pixelDelta.y !== 0 ? wheel.pixelDelta.y * touchpadMultiplier : (wheel.angleDelta.y / 120.0) * wheelStep * mouseWheelMultiplier;
return wheel.inverted ? rawDelta : -rawDelta;
}
function shouldUseKinetic(wheel, gap) {
return wheel.pixelDelta.y !== 0 || (wheel.phase !== Qt.NoScrollPhase && wheel.angleDelta.y === 0);
}
function scrollBy(delta) {
if (!flickable || Math.abs(delta) < 0.01)
return;
kineticBounceSequence.stop();
bounceBackAnimation.stop();
var remainingDelta = absorbOvershoot(delta);
if (Math.abs(remainingDelta) < 0.01)
return;
var minY = minimumContentY();
var maxY = maximumContentY();
var next = flickable.contentY + remainingDelta;
if (next < minY) {
flickable.contentY = minY;
setOvershootInput(overshootInput + next - minY);
return;
}
if (next > maxY) {
flickable.contentY = maxY;
setOvershootInput(overshootInput + next - maxY);
return;
}
flickable.contentY = next;
}
function remainingDistanceFor(velocityValue) {
if (!flickable)
return 0;
if (velocityValue > 0)
return Math.max(0, maximumContentY() - flickable.contentY);
if (velocityValue < 0)
return Math.max(0, flickable.contentY - minimumContentY());
return 0;
}
function clampedContentVelocity(velocityValue) {
if (!flickable || velocityValue === 0)
return 0;
var remaining = remainingDistanceFor(velocityValue);
if (remaining <= edgeEpsilon)
return 0;
var maxAllowed = Math.sqrt(2 * flickable.flickDeceleration * remaining);
var magnitude = Math.min(Math.abs(velocityValue), maxAllowed);
return velocityValue < 0 ? -magnitude : magnitude;
}
function resetState() {
velocity = 0;
lastWheelTimestamp = 0;
kineticCandidate = false;
pendingKineticBounceVelocity = 0;
pendingImpactVelocity = 0;
overshootReleaseVelocity = 0;
finishTimer.stop();
kineticAnim.stop();
kineticBounceSequence.stop();
bounceBackAnimation.stop();
stopMouseGlide();
}
function bounceBack() {
if (!hasOvershoot()) {
setOvershootInput(0);
overshootReleaseVelocity = 0;
return;
}
var mag = Math.min(1.0, Math.abs(overshootInput) / maxOvershootInput);
var speed = Math.abs(overshootReleaseVelocity);
var duration = speed >= minBounceVelocity ? Math.round(Math.max(280, Math.min(620, Math.abs(overshootInput) / speed * 1600))) : Math.round(380 + mag * 260);
kineticBounceSequence.stop();
bounceBackAnimation.stop();
bounceBackAnimation.duration = duration;
bounceBackAnimation.from = overshootInput;
bounceBackAnimation.to = 0;
overshootReleaseVelocity = 0;
bounceBackAnimation.start();
}
function triggerKineticBounce(contentVelocity) {
if (!flickable || contentVelocity === 0)
return;
var atTop = flickable.contentY <= minimumContentY() + edgeEpsilon;
var atBottom = flickable.contentY >= maximumContentY() - edgeEpsilon;
if ((contentVelocity < 0 && !atTop) || (contentVelocity > 0 && !atBottom))
return;
var speed = Math.abs(contentVelocity);
var effectiveVelocity = contentVelocity;
if (speed < minBounceVelocity)
effectiveVelocity = (contentVelocity < 0 ? -1 : 1) * Math.max(90, speed * 0.6);
var target = Math.max(-maxKineticBounceInput, Math.min(maxKineticBounceInput, effectiveVelocity * kineticBounceGain));
if (Math.abs(target) < 2.5)
target = contentVelocity < 0 ? -2.5 : 2.5;
var mag = Math.min(1.0, Math.abs(target) / maxKineticBounceInput);
var inDur = Math.round(150 + mag * 120);
var outDur = Math.round(320 + mag * 300);
kineticBounceSequence.stop();
bounceBackAnimation.stop();
overshootReleaseVelocity = 0;
overshootInput = 0;
kineticBounceIn.from = 0;
kineticBounceIn.to = target;
kineticBounceIn.duration = inDur;
kineticBounceOut.from = target;
kineticBounceOut.to = 0;
kineticBounceOut.duration = outDur;
kineticBounceSequence.start();
}
function stopAndSettle() {
kineticAnim.stop();
if (flickable && flickable.flicking)
flickable.cancelFlick();
resetState();
bounceBack();
}
function runKineticGlide(contentVelocity) {
// contentVelocity > 0 means the content should scroll downward
// (contentY increases), matching deltaFor()'s sign convention.
if (!flickable || contentVelocity === 0) {
pendingImpactVelocity = 0;
return false;
}
var current = flickable.contentY;
var unclampedTarget = current + contentVelocity * kineticTau;
var target = boundedContentY(unclampedTarget);
var distUnclamped = Math.abs(unclampedTarget - current);
var distActual = Math.abs(target - current);
if (distActual < 4) {
pendingImpactVelocity = 0;
return false;
}
// If the glide is clipped by an edge, compute the velocity at the
// moment of impact using the OutQuart velocity profile. That is
// the velocity the bounce should feed on — gentle impacts get
// gentle bounces, hard impacts get big springy ones.
var hitsEdge = distActual + 0.5 < distUnclamped;
if (hitsEdge && distUnclamped > 0) {
var f = distActual / distUnclamped; // fraction covered
// OutQuart: y = 1 - (1-x)^4, so velocity fraction at distance
// fraction f equals (1-f)^(3/4) (times the constant peak).
var velFraction = Math.pow(Math.max(0, 1 - f), 0.75);
pendingImpactVelocity = contentVelocity * velFraction;
} else {
pendingImpactVelocity = 0;
}
kineticAnim.stop();
kineticAnim.from = current;
kineticAnim.to = target;
// Duration from distance and velocity; clamped so short flicks
// stay snappy and long flicks don't run forever.
kineticAnim.duration = Math.round(Math.min(1400, Math.max(180, distActual / Math.abs(contentVelocity) * 1800)));
kineticAnim.start();
return true;
}
function atEdgeFor(contentVelocity) {
if (!flickable)
return false;
if (contentVelocity > 0)
return flickable.contentY >= maximumContentY() - edgeEpsilon;
if (contentVelocity < 0)
return flickable.contentY <= minimumContentY() + edgeEpsilon;
return false;
}
function finishScroll() {
if (!flickable)
return;
finishTimer.stop();
if (hasOvershoot()) {
velocity = 0;
lastWheelTimestamp = 0;
kineticCandidate = false;
pendingKineticBounceVelocity = 0;
pendingImpactVelocity = 0;
kineticAnim.stop();
bounceBack();
return;
}
var rawContentVelocity = Math.max(-maxVelocity, Math.min(maxVelocity, velocity * kineticGain));
var contentVelocity = clampedContentVelocity(rawContentVelocity);
var useKinetic = kineticCandidate && Math.abs(rawContentVelocity) >= minVelocity;
velocity = 0;
lastWheelTimestamp = 0;
kineticCandidate = false;
if (useKinetic) {
if (atEdgeFor(rawContentVelocity)) {
// Already at the edge — fling bounces immediately.
pendingKineticBounceVelocity = 0;
triggerKineticBounce(rawContentVelocity);
} else if (Math.abs(contentVelocity) >= minVelocity && runKineticGlide(contentVelocity)) {
// Glide started — bounce fires on kineticAnim.onFinished
// if it lands at an edge.
pendingKineticBounceVelocity = contentVelocity;
} else {
pendingKineticBounceVelocity = 0;
flickable.returnToBounds();
}
} else {
pendingKineticBounceVelocity = 0;
flickable.returnToBounds();
}
}
function handleWheel(wheel) {
wheelHandler.blocking = true;
if (!enabled || !visible || !flickable || !flickable.visible || !flickable.interactive) {
wheelHandler.blocking = false;
return;
}
if (wheel.modifiers !== Qt.NoModifier) {
wheelHandler.blocking = false;
return;
}
if (maximumContentY() <= minimumContentY()) {
wheelHandler.blocking = false;
return;
}
var delta = deltaFor(wheel);
if (delta === 0) {
wheelHandler.blocking = false;
return;
}
// Cancel any in-flight glide — user input always wins, position
// stays where it is, then new delta is applied from there.
if (kineticAnim.running) {
pendingKineticBounceVelocity = 0;
pendingImpactVelocity = 0;
kineticAnim.stop();
}
kineticBounceSequence.stop();
bounceBackAnimation.stop();
if (flickable.flicking) {
pendingKineticBounceVelocity = 0;
pendingImpactVelocity = 0;
flickable.cancelFlick();
}
var now = Date.now();
var isTouchpad = !isMouseWheel(wheel) && (wheel.pixelDelta.y !== 0 || (wheel.phase !== Qt.NoScrollPhase && wheel.angleDelta.y === 0));
console.log("wheel", wheel.angleDelta.y, wheel.pixelDelta.y, wheel.phase);
if (!isTouchpad) {
velocity = 0;
lastWheelTimestamp = 0;
kineticCandidate = false;
scrollStarted();
handleMouseDelta(delta, now);
return;
}
// Touchpad path (unchanged below), but cancel any mouse glide first
stopMouseGlide();
var gap = lastWheelTimestamp > 0 ? now - lastWheelTimestamp : 16;
var dt = Math.max(8, Math.min(24, gap));
var instantVelocity = (delta / dt) * 1000;
kineticCandidate = kineticCandidate || shouldUseKinetic(wheel, gap);
scrollStarted();
scrollBy(delta);
if (hasOvershoot()) {
overshootReleaseVelocity = Math.max(-maxVelocity, Math.min(maxVelocity, instantVelocity));
velocity = 0;
kineticCandidate = false;
lastWheelTimestamp = now;
finishTimer.restart();
return;
}
velocity = lastWheelTimestamp <= 0 ? instantVelocity : velocity * (1.0 - smoothing) + instantVelocity * smoothing;
lastWheelTimestamp = now;
finishTimer.restart();
if (wheel.phase === Qt.ScrollEnd)
finishScroll();
}
function stopMouseGlide() {
mouseGlide.stop();
mouseVelocity = 0;
mouseDir = 0;
mouseStreak = 0;
mouseLastTime = 0;
}
function handleMouseDelta(delta, now) {
var dir = delta > 0 ? 1 : -1;
// Edge or active overshoot: existing rubber-band path
if (hasOvershoot() || atEdgeFor(dir)) {
stopMouseGlide();
scrollBy(delta);
overshootReleaseVelocity = 0;
finishTimer.restart();
return;
}
var continuous = dir === mouseDir && (now - mouseLastTime) <= mouseAccelWindow;
if (!continuous)
mouseVelocity = 0; // new gesture or reversal: start clean
mouseStreak = continuous ? mouseStreak + 1 : 0;
// Compute the gap BEFORE overwriting mouseLastTime
var gap = mouseLastTime > 0 ? Math.max(12, Math.min(mouseAccelWindow, now - mouseLastTime)) : 0;
mouseDir = dir;
mouseLastTime = now;
var accel = Math.min(mouseMaxAccel, 1 + mouseStreak * mouseAccelStep);
// --- velocity update (this is the part that changed) ---
// Part of the notch lands immediately
var instant = delta * mouseSnap;
flickable.contentY = boundedContentY(flickable.contentY + instant);
// The rest becomes glide velocity, stacked onto the current velocity
var glide = delta * (1 - mouseSnap) * accel;
var v = mouseVelocity + glide / mouseGlideTime;
// While notches keep arriving, don't fall below the rate they imply
if (continuous && gap > 0) {
var rate = glide / (gap / 1000);
if (Math.abs(rate) > Math.abs(v))
v = rate;
}
mouseVelocity = Math.max(-maxVelocity, Math.min(maxVelocity, v));
// --- end velocity update ---
if (!mouseGlide.running)
mouseGlide.start();
}
function stepMouseGlide(dt) {
if (!flickable || flickable.dragging) {
stopMouseGlide();
return;
}
dt = Math.min(dt, 0.05);
var decay = Math.exp(-dt / mouseGlideTime);
// Exact integral of v0 * e^(-t/tau) over dt, so it's frame-rate independent
var step = mouseVelocity * mouseGlideTime * (1 - decay);
var next = flickable.contentY + step;
var minY = minimumContentY();
var maxY = maximumContentY();
if (next <= minY || next >= maxY) {
var impact = mouseVelocity;
flickable.contentY = next <= minY ? minY : maxY;
mouseGlide.stop();
mouseVelocity = 0;
mouseDir = 0;
mouseStreak = 0;
triggerKineticBounce(impact); // bounce scales with the real impact speed
return;
}
flickable.contentY = next;
mouseVelocity *= decay;
if (Math.abs(mouseVelocity) < 40) // was 8
stopMouseGlide();
}
FrameAnimation {
id: mouseGlide
onTriggered: root.stepMouseGlide(frameTime)
}
Timer {
id: finishTimer
interval: 45
repeat: false
onTriggered: root.finishScroll()
}
NumberAnimation {
id: kineticAnim
target: root.flickable
property: "contentY"
easing.type: Easing.OutQuart
onFinished: {
// Prefer the impact-time velocity (computed in runKineticGlide)
// so the bounce matches the residual energy at the moment the
// glide hit the edge — slow landings → soft bounce, fast
// landings → big springy bounce.
var bv = Math.abs(root.pendingImpactVelocity) > root.edgeEpsilon ? root.pendingImpactVelocity : root.pendingKineticBounceVelocity;
root.pendingImpactVelocity = 0;
root.pendingKineticBounceVelocity = 0;
if (Math.abs(bv) > root.edgeEpsilon)
root.triggerKineticBounce(bv);
}
}
NumberAnimation {
id: bounceBackAnimation
target: root
property: "overshootInput"
easing.type: Easing.OutCubic
}
SequentialAnimation {
id: kineticBounceSequence
NumberAnimation {
id: kineticBounceIn
target: root
property: "overshootInput"
easing.type: Easing.OutCubic
}
NumberAnimation {
id: kineticBounceOut
target: root
property: "overshootInput"
easing.type: Easing.OutCubic
}
}
Translate {
id: overshootTranslate
y: root.visualOvershoot
}
Connections {
target: root.flickable
function onInteractiveChanged() {
if (!root.flickable.interactive)
root.stopAndSettle();
}
function onContentHeightChanged() {
if (!root.flickable.moving) {
root.flickable.contentY = root.boundedContentY(root.flickable.contentY);
root.bounceBack();
}
}
function onHeightChanged() {
if (!root.flickable.moving) {
root.flickable.contentY = root.boundedContentY(root.flickable.contentY);
root.bounceBack();
}
}
function onVisibleChanged() {
if (!root.flickable.visible)
root.stopAndSettle();
}
function onMovementEnded() {
if (Math.abs(root.pendingKineticBounceVelocity) > root.edgeEpsilon) {
var bounceVelocity = root.pendingKineticBounceVelocity;
root.pendingKineticBounceVelocity = 0;
root.triggerKineticBounce(bounceVelocity);
}
}
}
Component.onCompleted: {
if (!flickable)
return;
flickable.flickDeceleration = 2800;
flickable.maximumFlickVelocity = Math.max(flickable.maximumFlickVelocity, maxVelocity);
flickable.contentItem.transform = [overshootTranslate];
}
}
+9 -6
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@@ -1,13 +1,14 @@
pragma ComponentBehavior: Bound pragma ComponentBehavior: Bound
import qs.Components
import ZShell.Config
import qs.Modules
import qs.Daemons
import Quickshell import Quickshell
import Quickshell.Widgets import Quickshell.Widgets
import QtQuick import QtQuick
import QtQuick.Layouts import QtQuick.Layouts
import ZShell.Components
import ZShell.Config
import qs.Components
import qs.Modules
import qs.Daemons
import qs.Services import qs.Services
Item { Item {
@@ -80,8 +81,9 @@ Item {
Behavior on opacity { Behavior on opacity {
Anim {} Anim {}
} }
sourceComponent: ColumnLayout { sourceComponent: SnapLayout {
spacing: 20 spacing: 20
orientation: Qt.Vertical
CustomText { CustomText {
Layout.alignment: Qt.AlignHCenter Layout.alignment: Qt.AlignHCenter
@@ -92,13 +94,14 @@ Item {
} }
} }
CustomFlickable { KineticFlickable {
id: view id: view
anchors.fill: parent anchors.fill: parent
contentHeight: notifList.implicitHeight contentHeight: notifList.implicitHeight
contentWidth: width contentWidth: width
flickableDirection: Flickable.VerticalFlick flickableDirection: Flickable.VerticalFlick
clip: true
CustomScrollBar.vertical: CustomScrollBar { CustomScrollBar.vertical: CustomScrollBar {
flickable: view flickable: view