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| author | Danilo M. <danix@danix.xyz> | 2026-09-29 13:04:12 +0200 |
|---|---|---|
| committer | Danilo M. <danix@danix.xyz> | 2026-09-29 13:04:12 +0200 |
| commit | b33c7f5ec094469becd4f842e2bed37efb85dcfb (patch) | |
| tree | eb924a74094f15dd4511fbc43172a2902d4a63d3 /desktop/modules/sound/Osd.qml | |
| parent | ae193343b9633eb79287c4e2589b95c02f538e48 (diff) | |
| download | quickshell-b33c7f5ec094469becd4f842e2bed37efb85dcfb.tar.gz quickshell-b33c7f5ec094469becd4f842e2bed37efb85dcfb.zip | |
feat(sound): crossfade album art, fade to plain without it
The OSD background held one Image, so a track change swapped covers in a
single frame. Two images now take turns: the new cover loads into the
hidden one and is brought to the front only once it reports Ready, then
both fade over 300ms. Waiting for Ready is what keeps a slow or remote
art server from fading through black.
The blur, scrim, sheen and grain are grouped under one item whose
opacity follows artOn. It goes false when the player has no art or the
cover for the current track errors, so the panel fades back to its plain
translucent look instead of snapping, or keeping a stale cover that
reads as a fault. It goes true again only when a new cover has loaded,
so returning from plain never flashes the previous one.
The back image's source is cleared before being set, so a URL it
already holds still reloads and reports a status. onWantChanged misses
the value at load, hence the Component.onCompleted call.
Not yet seen on screen: the shell reloaded it cleanly but the fade was
not watched through a track change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Diffstat (limited to 'desktop/modules/sound/Osd.qml')
| -rw-r--r-- | desktop/modules/sound/Osd.qml | 164 |
1 files changed, 106 insertions, 58 deletions
diff --git a/desktop/modules/sound/Osd.qml b/desktop/modules/sound/Osd.qml index dfcf876..ede8cf1 100644 --- a/desktop/modules/sound/Osd.qml +++ b/desktop/modules/sound/Osd.qml @@ -87,15 +87,59 @@ Scope { // player has any. It is opaque, so it hides the compositor's // frosting; without art the panel keeps the translucent look. // Inset by the border width so the border stays visible. - Image { + // + // Two images take turns so a track change crossfades: the new + // cover loads into the hidden one and is brought to the front + // only once decoded, so a slow server never fades through black. + // No art, or a cover that fails to load, fades the whole layer + // out to the plain panel rather than leaving a stale cover. + Item { id: bgArt anchors.fill: parent anchors.margins: 1 - source: Player.active ? Player.artUrl : "" - cache: false - asynchronous: true - fillMode: Image.PreserveAspectCrop visible: false + + readonly property string want: Player.active ? Player.artUrl : "" + property int front: 0 + property bool artOn: false + + onWantChanged: { + if (want === "") { artOn = false; return; } + const back = front === 0 ? artB : artA; + // Cleared first so a URL the back image already holds + // still loads and reports a status. + back.source = ""; + back.source = want; + } + // The handler above only sees changes, not the value at load. + Component.onCompleted: wantChanged() + + function loaded(img, idx) { + if (img.source != want) return; + if (img.status === Image.Ready) { front = idx; artOn = true; } + else if (img.status === Image.Error) artOn = false; + } + + Image { + id: artA + anchors.fill: parent + cache: false + asynchronous: true + fillMode: Image.PreserveAspectCrop + opacity: bgArt.front === 0 ? 1 : 0 + Behavior on opacity { NumberAnimation { duration: 300 } } + onStatusChanged: bgArt.loaded(this, 0) + } + Image { + id: artB + anchors.fill: parent + cache: false + asynchronous: true + fillMode: Image.PreserveAspectCrop + opacity: bgArt.front === 1 ? 1 : 0 + Behavior on opacity { NumberAnimation { duration: 300 } } + onStatusChanged: bgArt.loaded(this, 1) + } } // clip only cuts to the bounding box, so the corners come from a @@ -108,67 +152,71 @@ Scope { visible: false } - MultiEffect { - id: bgEffect + // Everything drawn over the art fades with it. + Item { anchors.fill: bgArt - visible: bgArt.status === Image.Ready && bgArt.source != "" - source: bgArt - autoPaddingEnabled: false - blurEnabled: true - blur: 0.5 - maskEnabled: true - maskSource: bgMask - maskThresholdMin: 0.5 - maskSpreadAtMin: 1.0 - } - - // Keeps text and the accent bar legible on a bright cover. A - // sibling, not a child: nested inside the MultiEffect it did not - // paint, and a light cover showed through at full brightness. - Rectangle { - anchors.fill: bgArt - visible: bgEffect.visible - radius: bgMask.radius - color: Qt.alpha(Theme.base, 0.82) - } + opacity: bgArt.artOn ? 1 : 0 + visible: opacity > 0 + Behavior on opacity { NumberAnimation { duration: 300 } } - // Frost on the scrim, faked: a faint top-down sheen and fixed - // grain. The art is opaque, so the compositor's frosting cannot - // show here without costing the scrim its legibility. - Rectangle { - anchors.fill: bgArt - visible: bgEffect.visible - radius: bgMask.radius - gradient: Gradient { - GradientStop { position: 0.0; color: Qt.alpha(Theme.text, 0.08) } - GradientStop { position: 0.6; color: "transparent" } - } - } - - // ponytail: grain painted once with Canvas; a ShaderEffect would - // animate or scale better but needs a compiled .qsb beside it. - Canvas { - anchors.fill: bgArt - visible: bgEffect.visible - layer.enabled: true - layer.effect: MultiEffect { + MultiEffect { + anchors.fill: parent + source: bgArt + autoPaddingEnabled: false + blurEnabled: true + blur: 0.5 maskEnabled: true maskSource: bgMask maskThresholdMin: 0.5 maskSpreadAtMin: 1.0 } - onPaint: { - if (width <= 0 || height <= 0) return; - const ctx = getContext("2d"); - const img = ctx.createImageData(width, height); - for (let i = 0; i < img.data.length; i += 4) { - const v = Math.random() * 255; - img.data[i] = v; - img.data[i + 1] = v; - img.data[i + 2] = v; - img.data[i + 3] = 14; + + // Keeps text and the accent bar legible on a bright cover. A + // sibling, not a child: nested inside the MultiEffect it did + // not paint, and a light cover showed through at full + // brightness. + Rectangle { + anchors.fill: parent + radius: bgMask.radius + color: Qt.alpha(Theme.base, 0.82) + } + + // Frost on the scrim, faked: a faint top-down sheen and fixed + // grain. The art is opaque, so the compositor's frosting + // cannot show here without costing the scrim its legibility. + Rectangle { + anchors.fill: parent + radius: bgMask.radius + gradient: Gradient { + GradientStop { position: 0.0; color: Qt.alpha(Theme.text, 0.08) } + GradientStop { position: 0.6; color: "transparent" } + } + } + + // ponytail: grain painted once with Canvas; a ShaderEffect + // would animate or scale better but needs a compiled .qsb. + Canvas { + anchors.fill: parent + layer.enabled: true + layer.effect: MultiEffect { + maskEnabled: true + maskSource: bgMask + maskThresholdMin: 0.5 + maskSpreadAtMin: 1.0 + } + onPaint: { + if (width <= 0 || height <= 0) return; + const ctx = getContext("2d"); + const img = ctx.createImageData(width, height); + for (let i = 0; i < img.data.length; i += 4) { + const v = Math.random() * 255; + img.data[i] = v; + img.data[i + 1] = v; + img.data[i + 2] = v; + img.data[i + 3] = 14; + } + ctx.putImageData(img, 0, 0); } - ctx.putImageData(img, 0, 0); } } |
