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chore: import upstream snapshot with attribution
2026-07-13 12:31:13 +08:00

199 lines
4.8 KiB
Go

package model
import (
"math"
"time"
tea "charm.land/bubbletea/v2"
"github.com/bjarneo/cliamp/ui"
)
type tickMsg time.Time
type autoPlayMsg struct{}
var teaTick = tea.Tick
func tickCmd() tea.Cmd {
return tickCmdAt(ui.TickFast)
}
func tickCmdAt(d time.Duration) tea.Cmd {
return teaTick(d, func(t time.Time) tea.Msg {
return tickMsg(t)
})
}
func (m *Model) visualizerPlaying() bool {
return m.player != nil && m.vis != nil && m.vis.Mode != ui.VisNone &&
!m.isOverlayActive() && m.player.IsPlaying() && !m.player.IsPaused()
}
func (m *Model) visualizerPaused() bool {
return m.player != nil && m.vis != nil && m.vis.Mode != ui.VisNone &&
!m.isOverlayActive() && m.player.IsPlaying() && m.player.IsPaused()
}
func (m *Model) visualizerTickContext(now time.Time) ui.VisTickContext {
sampled := false
samplesRead := 0
sampledSize := 0
cache := map[ui.VisAnalysisSpec][]float64{}
return ui.VisTickContext{
Now: now,
Playing: m.visualizerPlaying(),
Paused: m.visualizerPaused(),
OverlayActive: m.isOverlayActive(),
Analyze: func(spec ui.VisAnalysisSpec) []float64 {
spec = ui.NormalizeAnalysisSpec(spec)
if m.player == nil || m.vis == nil || m.vis.Mode == ui.VisNone {
return nil
}
if bands, ok := cache[spec]; ok {
return bands
}
buf := m.vis.EnsureSampleBuf(spec.FFTSize)
if !sampled || spec.FFTSize > sampledSize {
samplesRead = m.player.SamplesInto(buf)
if m.visVolumeLinked {
gain := math.Pow(10, m.player.Volume()/20)
for i := range samplesRead {
buf[i] *= gain
}
}
sampled = true
sampledSize = spec.FFTSize
}
start := max(0, samplesRead-spec.FFTSize)
bands := m.vis.Analyze(buf[start:samplesRead], spec)
cache[spec] = bands
return bands
},
}
}
func (m *Model) tickDelta(now time.Time) time.Duration {
dt := m.tickInterval()
if !now.IsZero() && !m.lastTickAt.IsZero() {
dt = now.Sub(m.lastTickAt)
}
if dt <= 0 {
dt = ui.TickFast
}
if !now.IsZero() {
m.lastTickAt = now
}
return dt
}
func advanceTickUnits(counter *int, elapsed *time.Duration, dt, quantum time.Duration) int {
if *counter <= 0 {
*elapsed = 0
return 0
}
*elapsed += dt
if *elapsed < quantum {
return 0
}
steps := min(int(*elapsed/quantum), *counter)
*counter -= steps
if *counter == 0 {
*elapsed = 0
return steps
}
*elapsed -= time.Duration(steps) * quantum
return steps
}
func (m *Model) tickInterval() time.Duration {
if m.termTitle.introActive {
return ui.TickFast
}
// Fully idle: stopped or paused with nothing self-animating. Drop to the
// idle cadence so the CPU can sit in a low P-state between user actions.
// Bubbletea still wakes immediately on key / IPC / MPRIS / plugin events.
if m.isFullyIdle() {
return ui.TickIdle
}
d := ui.TickSlow
if m.vis != nil {
d = m.vis.TickInterval(m.visualizerTickContext(time.Time{}))
}
// Keep the seek bar / time counter smooth while audio is playing, even
// when the visualizer driver wants a slow cadence (VisNone, classic peak
// idle, etc.). Overlays, paused, and stopped playback keep the slower
// cadence to save CPU.
if !m.isOverlayActive() && !m.buffering && m.player != nil &&
m.player.IsPlaying() && !m.player.IsPaused() && d > ui.TickFast {
if m.lowPower {
return ui.TickLowPowerPlaying
}
d = ui.TickFast
}
return d
}
// isFullyIdle reports whether the model has nothing changing on its own.
// When true, the tick can run at ui.TickIdle since any state change will
// arrive as an explicit message (key press, IPC, MPRIS, plugin send).
func (m *Model) isFullyIdle() bool {
if m.player == nil {
return false
}
if m.player.IsPlaying() && !m.player.IsPaused() {
return false
}
if m.isOverlayActive() || m.buffering || m.termTitle.introActive {
return false
}
if !m.status.expiresAt.IsZero() || len(m.logLines) > 0 {
return false
}
if !m.reconnect.at.IsZero() {
return false
}
return true
}
func (m *Model) tickVisualizer(now time.Time) {
if m.vis == nil || m.vis.Mode == ui.VisNone {
return
}
m.vis.Tick(m.visualizerTickContext(now))
}
func (m Model) refreshVisualizerIfPending() {
if m.vis == nil || m.vis.Mode == ui.VisNone || m.activeScreen().hidesVisualizer() || !m.vis.ConsumeRefresh() {
return
}
m.tickVisualizer(time.Now())
}
func (m Model) maybeRequestVisualizerRefresh(msg tea.Msg, wasScreen topLevelScreen, wasMode ui.VisMode, wasPlaying, wasPaused bool) {
if m.vis == nil {
return
}
if _, ok := msg.(tickMsg); ok {
return
}
screen := m.activeScreen()
if screen.hidesVisualizer() || m.vis.Mode == ui.VisNone {
return
}
playing := false
paused := false
if m.player != nil {
playing = m.player.IsPlaying()
paused = m.player.IsPaused()
}
if wasScreen != screen ||
wasMode != m.vis.Mode ||
(!wasPlaying && playing) ||
(wasPaused && !paused) {
m.vis.RequestRefresh()
}
}