fix(qs,fluxo) performance fix for repaints
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@@ -1,5 +1,6 @@
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import QtQuick
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import QtQuick.Shapes
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import QtQuick.Window
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import Quickshell
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import "root:/config"
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import "root:/components"
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@@ -126,35 +127,77 @@ BarPill {
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// Compact play-state equaliser. It moves only while audio is playing
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// and freezes into three quiet bars when paused.
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//
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// Sampled from a timer rather than tweened by an infinite
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// NumberAnimation. DP-1 runs at 240 Hz, and a frame-synced animation
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// here repainted the entire bar 240 times a second: this pill sits
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// inside ancestors that use layer.enabled together with
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// Shape.CurveRenderer, and the album art carries a MultiEffect pass, so
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// every one of those frames re-rendered several layer textures. Measured
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// on its own, this one animation cost about two thirds of a CPU core
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// whenever anything was playing.
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//
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// The timer samples a sine, it does not step through arbitrary levels: a
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// low tick rate only looks like the original if consecutive ticks stay
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// near each other. Each bar keeps the eased breathing motion and the
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// period it had before — the curve is just read 25 times a second
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// instead of 240.
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Row {
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id: eq
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anchors.verticalCenter: parent.verticalCenter
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spacing: 2
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// Sampling interval — the one knob trading smoothness against cost.
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// Frames are the whole expense: a full-bar repaint runs about 0.3% of
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// a core (the bar spans 2544x40 on a 240 Hz output), so cost scales
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// linearly with this rate. 16 ms holds 60 Hz, which is visually
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// indistinguishable from the original frame-synced tween at a quarter
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// of its ~75%.
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readonly property int tickMs: 16
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property int phase: 0
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// Reproduces the original per-bar tween exactly, sampled instead of
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// frame-synced. Each bar eased between two heights with its own pair
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// of durations, so the three differed in both swing and period — the
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// middle bar moved barely a pixel while the outer two ran in
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// opposition. Giving all three the full swing, as a single symmetric
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// sine would, is three times the motion and reads far busier than
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// this meter is supposed to.
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function level(i: int): real {
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const lo = 4 + (i * 5) % 13; // old first NumberAnimation `to`
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const hi = 14 - (i * 4) % 9; // old second NumberAnimation `to`
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const d1 = 320 + i * 90; // ...and their durations
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const d2 = 280 + i * 70;
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const t = (eq.phase * eq.tickMs) % (d1 + d2);
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// Easing.InOutSine, which is what both halves used.
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const ease = x => (1 - Math.cos(Math.PI * x)) / 2;
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return t < d1
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? hi + (lo - hi) * ease(t / d1)
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: lo + (hi - lo) * ease((t - d1) / d2);
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}
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Timer {
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interval: eq.tickMs
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running: Media.playing && eq.visible && (eq.Window.window?.visible ?? true)
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repeat: true
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onTriggered: eq.phase++
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// Restart the cycle from its trough, so playback always begins
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// from a settled meter rather than mid-swing.
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onRunningChanged: if (!running) eq.phase = 0
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}
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Repeater {
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model: 3
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Rectangle {
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required property int index
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width: 3
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height: 6
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height: Media.playing ? eq.level(index) : 6
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anchors.verticalCenter: parent.verticalCenter
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color: Media.playing ? Theme.primary : Theme.muted
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SequentialAnimation on height {
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running: Media.playing
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loops: Animation.Infinite
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NumberAnimation {
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to: 4 + (index * 5) % 13
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duration: 320 + index * 90
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easing.type: Easing.InOutSine
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}
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NumberAnimation {
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to: 14 - (index * 4) % 9
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duration: 280 + index * 70
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easing.type: Easing.InOutSine
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}
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}
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Behavior on color {
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ColorAnimation { duration: Theme.durBase }
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}
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