local Element = require('elements/Element') --[[ VolumeSlider ]] ---@class VolumeSlider : Element local VolumeSlider = class(Element) ---@param props? ElementProps function VolumeSlider:new(props) return Class.new(self, props) --[[@as VolumeSlider]] end function VolumeSlider:init(props) Element.init(self, 'volume_slider', props) self.pressed = false self.nudge_y = 0 -- vertical position where volume overflows 100 self.nudge_size = 0 self.draw_nudge = false self.spacing = 0 self.border_size = 0 self:update_dimensions() end function VolumeSlider:update_dimensions() self.border_size = math.max(0, round(options.volume_border * state.scale)) end function VolumeSlider:get_visibility() return Elements.volume:get_visibility(self) end function VolumeSlider:set_volume(volume) volume = round(volume / options.volume_step) * options.volume_step if state.volume == volume then return end mp.commandv('set', 'volume', clamp(0, volume, state.volume_max)) end function VolumeSlider:set_from_cursor() local volume_fraction = (self.by - cursor.y - self.border_size) / (self.by - self.ay - self.border_size) self:set_volume(volume_fraction * state.volume_max) end function VolumeSlider:on_display() self:update_dimensions() end function VolumeSlider:on_options() self:update_dimensions() end function VolumeSlider:on_coordinates() if type(state.volume_max) ~= 'number' or state.volume_max <= 0 then return end local width = self.bx - self.ax self.nudge_y = self.by - round((self.by - self.ay) * (100 / state.volume_max)) self.nudge_size = round(width * 0.18) self.draw_nudge = self.ay < self.nudge_y self.spacing = round(width * 0.2) end function VolumeSlider:on_global_mouse_move() if self.pressed then self:set_from_cursor() end end function VolumeSlider:handle_wheel_up() self:set_volume(state.volume + options.volume_step) end function VolumeSlider:handle_wheel_down() self:set_volume(state.volume - options.volume_step) end function VolumeSlider:render() local visibility = self:get_visibility() local ax, ay, bx, by = self.ax, self.ay, self.bx, self.by local width, height = bx - ax, by - ay if width <= 0 or height <= 0 or visibility <= 0 then return end cursor:zone('primary_down', self, function() self.pressed = true self:set_from_cursor() cursor:once('primary_up', function() self.pressed = false end) end) cursor:zone('wheel_down', self, function() self:handle_wheel_down() end) cursor:zone('wheel_up', self, function() self:handle_wheel_up() end) local ass = assdraw.ass_new() local nudge_y, nudge_size = self.draw_nudge and self.nudge_y or -math.huge, self.nudge_size local volume_y = self.ay + self.border_size + ((height - (self.border_size * 2)) * (1 - math.min(state.volume / state.volume_max, 1))) -- Draws a rectangle with nudge at requested position ---@param p number Padding from slider edges. ---@param r number Border radius. ---@param cy? number A y coordinate where to clip the path from the bottom. function create_nudged_path(p, r, cy) cy = cy or ay + p local ax, bx, by = ax + p, bx - p, by - p local d, rh = r * 2, r / 2 local nudge_size = ((QUARTER_PI_SIN * (nudge_size - p)) + p) / QUARTER_PI_SIN local path = assdraw.ass_new() path:move_to(bx - r, by) path:line_to(ax + r, by) if cy > by - d then local subtracted_radius = (d - (cy - (by - d))) / 2 local xbd = (r - subtracted_radius * 1.35) -- x bezier delta path:bezier_curve(ax + xbd, by, ax + xbd, cy, ax + r, cy) path:line_to(bx - r, cy) path:bezier_curve(bx - xbd, cy, bx - xbd, by, bx - r, by) else path:bezier_curve(ax + rh, by, ax, by - rh, ax, by - r) local nudge_bottom_y = nudge_y + nudge_size if cy + rh <= nudge_bottom_y then path:line_to(ax, nudge_bottom_y) if cy <= nudge_y then path:line_to((ax + nudge_size), nudge_y) local nudge_top_y = nudge_y - nudge_size if cy <= nudge_top_y then local r, rh = r, rh if cy > nudge_top_y - r then r = nudge_top_y - cy rh = r / 2 end path:line_to(ax, nudge_top_y) path:line_to(ax, cy + r) path:bezier_curve(ax, cy + rh, ax + rh, cy, ax + r, cy) path:line_to(bx - r, cy) path:bezier_curve(bx - rh, cy, bx, cy + rh, bx, cy + r) path:line_to(bx, nudge_top_y) else local triangle_side = cy - nudge_top_y path:line_to((ax + triangle_side), cy) path:line_to((bx - triangle_side), cy) end path:line_to((bx - nudge_size), nudge_y) else local triangle_side = nudge_bottom_y - cy path:line_to((ax + triangle_side), cy) path:line_to((bx - triangle_side), cy) end path:line_to(bx, nudge_bottom_y) else path:line_to(ax, cy + r) path:bezier_curve(ax, cy + rh, ax + rh, cy, ax + r, cy) path:line_to(bx - r, cy) path:bezier_curve(bx - rh, cy, bx, cy + rh, bx, cy + r) end path:line_to(bx, by - r) path:bezier_curve(bx, by - rh, bx - rh, by, bx - r, by) end return path end -- BG & FG paths local bg_path = create_nudged_path(0, state.radius + self.border_size) local fg_path = create_nudged_path(self.border_size, state.radius, volume_y) -- Background ass:new_event() ass:append('{\\rDefault\\an7\\blur0\\bord0\\1c&H' .. bg .. '\\iclip(' .. fg_path.scale .. ', ' .. fg_path.text .. ')}') ass:opacity(config.opacity.slider, visibility) ass:pos(0, 0) ass:draw_start() ass:append(bg_path.text) ass:draw_stop() -- Foreground ass:new_event() ass:append('{\\rDefault\\an7\\blur0\\bord0\\1c&H' .. fg .. '}') ass:opacity(config.opacity.slider_gauge, visibility) ass:pos(0, 0) ass:draw_start() ass:append(fg_path.text) ass:draw_stop() -- Current volume value local volume_string = tostring(round(state.volume * 10) / 10) local font_size = round(((width * 0.6) - (#volume_string * (width / 20))) * options.font_scale) if volume_y < self.by - self.spacing then ass:txt(self.ax + (width / 2), self.by - self.spacing, 2, volume_string, { size = font_size, color = fgt, opacity = visibility, clip = '\\clip(' .. fg_path.scale .. ', ' .. fg_path.text .. ')', }) end if volume_y > self.by - self.spacing - font_size then ass:txt(self.ax + (width / 2), self.by - self.spacing, 2, volume_string, { size = font_size, color = bgt, opacity = visibility, clip = '\\iclip(' .. fg_path.scale .. ', ' .. fg_path.text .. ')', }) end -- Disabled stripes for no audio if not state.has_audio then local fg_100_path = create_nudged_path(self.border_size, state.radius) local texture_opts = { size = 200, color = 'ffffff', opacity = visibility * 0.1, anchor_x = ax, clip = '\\clip(' .. fg_100_path.scale .. ',' .. fg_100_path.text .. ')', } ass:texture(ax, ay, bx, by, 'a', texture_opts) texture_opts.color = '000000' texture_opts.anchor_x = ax + texture_opts.size / 28 ass:texture(ax, ay, bx, by, 'a', texture_opts) end return ass end --[[ Volume ]] ---@class Volume : Element local Volume = class(Element) function Volume:new() return Class.new(self) --[[@as Volume]] end function Volume:init() Element.init(self, 'volume', {render_order = 7}) self.size = 0 self.mute_ay = 0 self.slider = VolumeSlider:new({anchor_id = 'volume', render_order = self.render_order}) self:update_dimensions() end function Volume:destroy() self.slider:destroy() Element.destroy(self) end function Volume:get_visibility() return self.slider.pressed and 1 or Elements:maybe('timeline', 'get_is_hovered') and -1 or Element.get_visibility(self) end function Volume:update_dimensions() self.size = round(options.volume_size * state.scale) local min_y = Elements:v('top_bar', 'by') or Elements:v('window_border', 'size', 0) local max_y = Elements:v('controls', 'ay') or Elements:v('timeline', 'ay') or display.height - Elements:v('window_border', 'size', 0) local available_height = max_y - min_y local max_height = available_height * 0.8 local height = round(math.min(self.size * 8, max_height)) self.enabled = height > self.size * 2 -- don't render if too small local margin = (self.size / 2) + Elements:v('window_border', 'size', 0) self.ax = round(options.volume == 'left' and margin or display.width - margin - self.size) self.ay = min_y + round((available_height - height) / 2) self.bx = round(self.ax + self.size) self.by = round(self.ay + height) self.mute_ay = self.by - self.size self.slider.enabled = self.enabled self.slider:set_coordinates(self.ax, self.ay, self.bx, self.mute_ay) end function Volume:on_display() self:update_dimensions() end function Volume:on_prop_border() self:update_dimensions() end function Volume:on_prop_title_bar() self:update_dimensions() end function Volume:on_controls_reflow() self:update_dimensions() end function Volume:on_options() self:update_dimensions() end function Volume:render() local visibility = self:get_visibility() if visibility <= 0 then return end -- Reset volume on secondary click cursor:zone('secondary_click', self, function() mp.set_property_native('mute', false) mp.set_property_native('volume', 100) end) -- Mute button local mute_rect = {ax = self.ax, ay = self.mute_ay, bx = self.bx, by = self.by} cursor:zone('primary_click', mute_rect, function() mp.commandv('cycle', 'mute') end) local ass = assdraw.ass_new() local width_half = (mute_rect.bx - mute_rect.ax) / 2 local height_half = (mute_rect.by - mute_rect.ay) / 2 local icon_size = math.min(width_half, height_half) * 1.5 local icon_name, horizontal_shift = 'volume_up', 0 if state.mute then icon_name = 'volume_off' elseif state.volume <= 0 then icon_name, horizontal_shift = 'volume_mute', height_half * 0.25 elseif state.volume <= 60 then icon_name, horizontal_shift = 'volume_down', height_half * 0.125 end local underlay_opacity = {main = visibility * 0.3, border = visibility} ass:icon(mute_rect.ax + width_half, mute_rect.ay + height_half, icon_size, 'volume_up', {border = options.text_border * state.scale, opacity = underlay_opacity, align = 5} ) ass:icon(mute_rect.ax + width_half - horizontal_shift, mute_rect.ay + height_half, icon_size, icon_name, {opacity = visibility, align = 5} ) return ass end return Volume