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