add noctalia and fuzzel
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@@ -0,0 +1,72 @@
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import QtQuick
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import Quickshell
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import qs.Commons
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Item {
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id: root
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property color fillColor: Color.mPrimary
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property color strokeColor: Color.mOnSurface
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property int strokeWidth: 0
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property var values: []
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property bool vertical: false
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property bool mirrored: true
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// Minimum signal properties
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property bool showMinimumSignal: false
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property real minimumSignalValue: 0.01 // Default to 1% of height
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readonly property int valuesCount: (values && values.length !== undefined) ? values.length : 0
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readonly property bool hasData: valuesCount >= 2
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// Data texture: one pixel per value, R channel = amplitude
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Item {
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id: dataRow
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width: Math.max(root.valuesCount, 4)
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height: 1
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Repeater {
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model: dataRow.width
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Rectangle {
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required property int index
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x: index
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width: 1
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height: 1
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color: {
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if (index >= root.valuesCount)
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return Qt.rgba(0, 0, 0, 1);
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var v = root.values[index];
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if (v === undefined || v === null || !isFinite(v))
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v = 0;
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if (root.showMinimumSignal && v === 0)
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v = root.minimumSignalValue;
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return Qt.rgba(Math.max(0, Math.min(1, v)), 0, 0, 1);
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}
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}
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}
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}
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ShaderEffectSource {
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id: dataTex
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sourceItem: dataRow
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textureSize: Qt.size(dataRow.width, 1)
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live: true
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smooth: false
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hideSource: true
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}
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ShaderEffect {
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anchors.fill: parent
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visible: root.hasData && root.width > 0 && root.height > 0
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property variant dataSource: dataTex
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property color fillColor: root.fillColor
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property real count: root.valuesCount
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property real texWidth: dataRow.width
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property real vertical: root.vertical ? 1.0 : 0.0
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property real mirrored: root.mirrored ? 1.0 : 0.0
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fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wave_spectrum.frag.qsb")
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blending: true
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}
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}
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