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import qs.services
import qs.config
import QtQuick
import QtQuick.Controls
BusyIndicator {
id: root
property real implicitSize: Appearance.font.size.normal * 3
property real strokeWidth: Appearance.padding.small
property color fgColour: Colours.palette.m3primary
property color bgColour: Colours.palette.m3secondaryContainer
property real internalStrokeWidth: strokeWidth
property string animState
padding: 0
implicitWidth: implicitSize
implicitHeight: implicitSize
onRunningChanged: {
if (running) {
updater.completeEndProgress = 0;
animState = "running";
} else {
if (animState == "running")
animState = "completing";
}
}
states: State {
name: "stopped"
when: !root.running
PropertyChanges {
root.opacity: 0
root.internalStrokeWidth: root.strokeWidth / 3
}
}
transitions: Transition {
NumberAnimation {
properties: "opacity,internalStrokeWidth"
duration: updater.completeEndDuration
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.standard
}
}
background: null
contentItem: CircularProgress {
anchors.fill: parent
strokeWidth: root.internalStrokeWidth
fgColour: root.fgColour
bgColour: root.bgColour
padding: root.padding
startAngle: updater.startFraction * 360
value: updater.endFraction - updater.startFraction
}
Updater {
id: updater
}
NumberAnimation {
running: root.animState !== "stopped"
loops: Animation.Infinite
target: updater
property: "progress"
from: 0
to: 1
duration: updater.duration
}
NumberAnimation {
running: root.animState === "completing"
target: updater
property: "completeEndProgress"
from: 0
to: 1
duration: updater.completeEndDuration
onFinished: {
if (root.animState === "completing")
root.animState = "stopped";
}
}
component Updater: QtObject {
readonly property int duration: 5400 * Appearance.anim.durations.scale
readonly property int expandDuration: 667 * Appearance.anim.durations.scale
readonly property int collapseDuration: 667 * Appearance.anim.durations.scale
readonly property int completeEndDuration: 333 * Appearance.anim.durations.scale
readonly property int tailDegOffset: -20
readonly property int extraDegPerCycle: 250
readonly property int constantRotDeg: 1520
readonly property list<int> expandDelay: [0, 1350, 2700, 4050].map(d => d * Appearance.anim.durations.scale)
readonly property list<int> collapseDelay: [667, 2017, 3367, 4717].map(d => d * Appearance.anim.durations.scale)
property real progress: 0
property real startFraction: 0
property real endFraction: 0
property real rotation: 0
property real completeEndProgress: 0
onProgressChanged: update(progress)
function update(p: real): void {
const playtime = p * duration;
let startDeg = constantRotDeg * p + tailDegOffset;
let endDeg = constantRotDeg * p;
for (let i = 0; i < 4; i++) {
const expandFraction = getFractionInRange(playtime, expandDelay[i], expandDuration);
endDeg += fastOutSlowIn(expandFraction) * extraDegPerCycle;
const collapseFraction = getFractionInRange(playtime, collapseDelay[i], collapseDuration);
startDeg += fastOutSlowIn(collapseFraction) * extraDegPerCycle;
}
// Gap closing
startDeg += (endDeg - startDeg) * completeEndProgress;
startFraction = startDeg / 360;
endFraction = endDeg / 360;
}
function getFractionInRange(currentTime: real, delay: int, duration: int): real {
if (currentTime < delay)
return 0;
if (currentTime > delay + duration)
return 1;
return (currentTime - delay) / duration;
}
function lerp(a: real, b: real, t: real): real {
return a + (b - a) * t;
}
function cubic(a: real, b: real, c: real, d: real, t: real): real {
return ((1 - t) ** 3) * a + 3 * ((1 - t) ** 2) * t * b + 3 * (1 - t) * (t ** 2) * c + (t ** 3) * d;
}
function cubicBezier(p1x: real, p1y: real, p2x: real, p2y: real, t: real): real {
return cubic(0, p1y, p2y, 1, t);
}
function fastOutSlowIn(t: real): real {
return cubicBezier(0.4, 0.0, 0.2, 1.0, t);
}
}
}
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