local Element = require('uosc_shared/elements/Element') ---@alias Dragging { start_time: number; start_x: number; distance: number; speed_distance: number; start_speed: number; } ---@class Speed : Element local Speed = class(Element) ---@param props? ElementProps function Speed:new(props) return Class.new(self, props) --[[@as Speed]] end function Speed:init(props) Element.init(self, 'speed', props) self.width = 0 self.height = 0 self.notches = 10 self.notch_every = 0.1 ---@type number self.notch_spacing = nil ---@type number self.font_size = nil ---@type Dragging|nil self.dragging = nil end function Speed:on_coordinates() self.height, self.width = self.by - self.ay, self.bx - self.ax self.notch_spacing = self.width / (self.notches + 1) self.font_size = round(self.height * 0.48 * options.font_scale) end function Speed:speed_step(speed, up) if options.speed_step_is_factor then if up then return speed * options.speed_step else return speed * 1 / options.speed_step end else if up then return speed + options.speed_step else return speed - options.speed_step end end end function Speed:handle_cursor_down() self:tween_stop() -- Stop and cleanup possible ongoing animations self.dragging = { start_time = mp.get_time(), start_x = cursor.x, distance = 0, speed_distance = 0, start_speed = state.speed, } end function Speed:on_global_mouse_move() if not self.dragging then return end self.dragging.distance = cursor.x - self.dragging.start_x self.dragging.speed_distance = (-self.dragging.distance / self.notch_spacing * self.notch_every) local speed_current = state.speed local speed_drag_current = self.dragging.start_speed + self.dragging.speed_distance speed_drag_current = clamp(0.01, speed_drag_current, 100) local drag_dir_up = speed_drag_current > speed_current local speed_step_next = speed_current local speed_drag_diff = math.abs(speed_drag_current - speed_current) while math.abs(speed_step_next - speed_current) < speed_drag_diff do speed_step_next = self:speed_step(speed_step_next, drag_dir_up) end local speed_step_prev = self:speed_step(speed_step_next, not drag_dir_up) local speed_new = speed_step_prev local speed_next_diff = math.abs(speed_drag_current - speed_step_next) local speed_prev_diff = math.abs(speed_drag_current - speed_step_prev) if speed_next_diff < speed_prev_diff then speed_new = speed_step_next end if speed_new ~= speed_current then mp.set_property_native('speed', speed_new) end end function Speed:handle_cursor_up() if self.proximity_raw == 0 then -- Reset speed on short clicks if self.dragging and math.abs(self.dragging.distance) < 6 and mp.get_time() - self.dragging.start_time < 0.15 then mp.set_property_native('speed', 1) end end self.dragging = nil request_render() end function Speed:on_global_mouse_leave() self.dragging = nil request_render() end function Speed:handle_wheel_up() mp.set_property_native('speed', self:speed_step(state.speed, true)) end function Speed:handle_wheel_down() mp.set_property_native('speed', self:speed_step(state.speed, false)) end function Speed:render() local visibility = self:get_visibility() local opacity = self.dragging and 1 or visibility if opacity <= 0 then return end if self.proximity_raw == 0 then cursor.on_primary_down = function() self:handle_cursor_down() cursor.on_primary_up = function() self:handle_cursor_up() end end cursor.on_wheel_down = function() self:handle_wheel_down() end cursor.on_wheel_up = function() self:handle_wheel_up() end end if self.dragging then cursor.on_primary_up = function() self:handle_cursor_up() end end local ass = assdraw.ass_new() -- Background ass:rect(self.ax, self.ay, self.bx, self.by, {color = bg, radius = 2, opacity = opacity * options.speed_opacity}) -- Coordinates local ax, ay = self.ax, self.ay local bx, by = self.bx, ay + self.height local half_width = (self.width / 2) local half_x = ax + half_width -- Notches local speed_at_center = state.speed if self.dragging then speed_at_center = self.dragging.start_speed + self.dragging.speed_distance speed_at_center = clamp(0.01, speed_at_center, 100) end local nearest_notch_speed = round(speed_at_center / self.notch_every) * self.notch_every local nearest_notch_x = half_x + (((nearest_notch_speed - speed_at_center) / self.notch_every) * self.notch_spacing) local guide_size = math.floor(self.height / 7.5) local notch_by = by - guide_size local notch_ay_big = ay + round(self.font_size * 1.1) local notch_ay_medium = notch_ay_big + ((notch_by - notch_ay_big) * 0.2) local notch_ay_small = notch_ay_big + ((notch_by - notch_ay_big) * 0.4) local from_to_index = math.floor(self.notches / 2) for i = -from_to_index, from_to_index do local notch_speed = nearest_notch_speed + (i * self.notch_every) if notch_speed >= 0 and notch_speed <= 100 then local notch_x = nearest_notch_x + (i * self.notch_spacing) local notch_thickness = 1 local notch_ay = notch_ay_small if (notch_speed % (self.notch_every * 10)) < 0.00000001 then notch_ay = notch_ay_big notch_thickness = 1.5 elseif (notch_speed % (self.notch_every * 5)) < 0.00000001 then notch_ay = notch_ay_medium end ass:rect(notch_x - notch_thickness, notch_ay, notch_x + notch_thickness, notch_by, { color = fg, border = 1, border_color = bg, opacity = math.min(1.2 - (math.abs((notch_x - ax - half_width) / half_width)), 1) * opacity, }) end end -- Center guide ass:new_event() ass:append('{\\rDefault\\an7\\blur0\\bord1\\shad0\\1c&H' .. fg .. '\\3c&H' .. bg .. '}') ass:opacity(opacity) ass:pos(0, 0) ass:draw_start() ass:move_to(half_x, by - 2 - guide_size) ass:line_to(half_x + guide_size, by - 2) ass:line_to(half_x - guide_size, by - 2) ass:draw_stop() -- Speed value local speed_text = (round(state.speed * 100) / 100) .. 'x' ass:txt(half_x, ay + (notch_ay_big - ay) / 2, 5, speed_text, { size = self.font_size, color = bgt, border = options.text_border, border_color = bg, opacity = opacity, }) return ass end return Speed