Player: sharp video and subtitles at screen size; dev tools: danmaku preview, subtitle lift with a stand-in chat line

- "Sharp video and subtitles" (Settings → Player and the player settings
  card, on by default): the video output renders at the view's physical
  size (debounced, GPU rendering only), so libass, mpv's scaler and the
  shaders work at screen resolution; re-sent after media_kit's own reset
  on new video params, redrawn while paused.
- Dev builds only (Settings → About → Developer): a danmaku preview
  (DanmakuLayer: free lanes in an upper band, density cap with a queue,
  equal crossing time, outlined text, avatars, own-line frame) over the
  real player or a stand-in picture, with samples, a random stream, live
  toasts, every knob and mock subtitles; and "Lift subtitles above the
  chat line and controls": Enter opens a stand-in chat line, bottom
  subtitles move up via mpv sub-pos while it or the control bar is up.
- tool/make_sub_test.sh: a test video with a top \an8 sign, bottom
  dialogue and an SRT track.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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foxyzandClaude Opus 5.5 committed 2026-10-18 02:19:40 +03:00
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import 'dart:collection';
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import '../shell/avatar.dart' show AvatarInfo, StatusAvatar;
// Danmaku (Bilibili / niconico style): short lines that fly right to left
// across the upper part of the picture. Each line takes a free lane (no
// two ever touch), at most [DanmakuStyle.maxOnScreen] fly at once and the
// rest wait their turn; every line crosses in the same time, so a long
// one moves faster. The clock is the layer's own: lines keep flying while
// the video is paused. Dev preview for now (DEVELOPMENT.md "Dev tools").
/// What a line is: a chat message or a short notice.
enum DanmakuKind { chat, join, leave, upNext, starting }
/// One line: [sender] (a coloured prefix, [senderColor]) and [text];
/// [own] lines (this member's) get a hairline frame. [avatar]: the
/// sender's picture (or initial) before it; the app's own notices have
/// none.
@immutable
class DanmakuItem {
final DanmakuKind kind;
final String? sender;
final Color? senderColor;
final String text;
final bool own;
final AvatarInfo? avatar;
const DanmakuItem(
{required this.kind, required this.text, this.sender, this.senderColor, this.own = false, this.avatar});
}
/// How lines look and move.
@immutable
class DanmakuStyle {
/// Seconds a line takes from the right edge until it has left on the
/// left, whatever its length.
final double crossSecs;
/// Lines on screen at once; more wait.
final int maxOnScreen;
/// The band the lanes fill, as fractions of the height from the top:
/// below where top signs sit, never down into the dialogue.
final double bandTop;
final double bandBottom;
final double opacity;
/// Text size relative to the picture's height ([fontSizeFor]).
final double size;
/// Width of the dark outline round the white text, logical px.
final double outline;
final bool highlightOwn;
/// The sender's avatar before the line.
final bool avatars;
const DanmakuStyle({
this.crossSecs = 8,
this.maxOnScreen = 12,
this.bandTop = 0.10,
this.bandBottom = 0.45,
this.opacity = 0.92,
this.size = 1,
this.outline = 1.4,
this.highlightOwn = true,
this.avatars = true,
});
DanmakuStyle copyWith({
double? crossSecs,
int? maxOnScreen,
double? bandTop,
double? bandBottom,
double? opacity,
double? size,
double? outline,
bool? highlightOwn,
bool? avatars,
}) =>
DanmakuStyle(
crossSecs: crossSecs ?? this.crossSecs,
maxOnScreen: maxOnScreen ?? this.maxOnScreen,
bandTop: bandTop ?? this.bandTop,
bandBottom: bandBottom ?? this.bandBottom,
opacity: opacity ?? this.opacity,
size: size ?? this.size,
outline: outline ?? this.outline,
highlightOwn: highlightOwn ?? this.highlightOwn,
avatars: avatars ?? this.avatars,
);
/// The text size in a picture [height] px tall: 4.2 % of it (about 30 px
/// on a 720 px player), 13 to 44 px, times [size].
double fontSizeFor(double height) => (height * 0.042).clamp(13.0, 44.0) * size;
/// A lane: the line's height plus a little air.
double laneHeightFor(double height) => fontSizeFor(height) * 1.5;
/// Lanes in the band of a picture [height] px tall (at least one).
int lanesFor(double height) {
final band = (bandBottom - bandTop).clamp(0.0, 1.0) * height;
return math.max(1, (band / laneHeightFor(height)).floor());
}
}
/// One line in flight in [lane], from [start] (seconds on the layer's
/// clock), [width] px wide, crossing in [crossSecs].
class DanmakuFlight<T> {
final T item;
final int lane;
final double start;
final double width;
final double crossSecs;
DanmakuFlight({required this.item, required this.lane, required this.start, required this.width, required this.crossSecs});
/// Its left edge at [t] in a picture [w] px wide: [w] at the start,
/// -[width] at the end.
double x(double t, double w) => w - (w + width) * ((t - start) / crossSecs);
double end() => start + crossSecs;
bool doneAt(double t) => t >= end();
}
/// Lane assignment, pure (no widgets, a clock passed in): lines queue in
/// order of arrival; [tick] lets the waiting ones in while a lane is free
/// and fewer than the cap fly. A lane is free for a new line when the last
/// line in it has fully entered with [gap] behind it and the new one, at
/// its own speed, cannot catch up with it before it has left.
class DanmakuLanes<T> {
/// Space kept between two lines in a lane, px.
final double gap;
/// A line waiting longer than this is dropped (a burst on a crowded
/// picture would otherwise fly long after it was said).
final double maxWaitSecs;
/// Lines kept waiting at most; older ones go first when it is full.
final int maxWaiting;
DanmakuLanes({this.gap = 24, this.maxWaitSecs = 15, this.maxWaiting = 60});
final List<DanmakuFlight<T>> flights = [];
final Queue<(T, double)> _waiting = Queue();
int dropped = 0;
int get waiting => _waiting.length;
/// Everything flying and waiting goes; returns it.
List<T> clear() {
final all = [for (final f in flights) f.item, for (final w in _waiting) w.$1];
flights.clear();
_waiting.clear();
return all;
}
/// [item] arrived at [t]; it flies on the next [tick] that has room.
void add(T item, double t) {
_waiting.add((item, t));
while (_waiting.length > maxWaiting) {
_waiting.removeFirst();
dropped++;
}
}
/// Advances to [t] in a picture [w] px wide with [lanes] lanes: drops
/// what has left and what waited too long, then places waiting lines in
/// order (the topmost free lane each) until the cap or no lane is free.
/// [measure] gives a line's width. Returns the lines placed.
List<DanmakuFlight<T>> tick(double t,
{required double w, required int lanes, required int cap, required double crossSecs, required double Function(T) measure}) {
flights.removeWhere((f) => f.doneAt(t));
while (_waiting.isNotEmpty && t - _waiting.first.$2 > maxWaitSecs) {
_waiting.removeFirst();
dropped++;
}
final placed = <DanmakuFlight<T>>[];
while (_waiting.isNotEmpty && flights.length < cap) {
final item = _waiting.first.$1;
final width = measure(item);
final lane = freeLane(t, w: w, lanes: lanes, width: width, crossSecs: crossSecs);
if (lane == null) break;
_waiting.removeFirst();
final f = DanmakuFlight(item: item, lane: lane, start: t, width: width, crossSecs: crossSecs);
flights.add(f);
placed.add(f);
}
return placed;
}
/// The topmost lane a line [width] px wide can start in at [t], or null.
int? freeLane(double t, {required double w, required int lanes, required double width, required double crossSecs}) {
final last = <int, DanmakuFlight<T>>{};
for (final f in flights) {
final l = last[f.lane];
if (l == null || f.start > l.start) last[f.lane] = f;
}
for (var lane = 0; lane < lanes; lane++) {
final prev = last[lane];
if (prev == null || fits(prev, t, w: w, width: width, crossSecs: crossSecs, gap: gap)) return lane;
}
return null;
}
/// A new line ([width], [crossSecs]) may follow [prev] in its lane at [t].
/// Both move linearly, so checking now and the moment [prev] has left is
/// enough.
static bool fits(DanmakuFlight<Object?> prev, double t,
{required double w, required double width, required double crossSecs, required double gap}) {
// Fully in, with the gap behind it.
if (prev.x(t, w) + prev.width + gap > w) return false;
final leaves = prev.end();
if (leaves <= t) return true;
// Where the new line's head is when prev's tail reaches the left edge.
final head = w - (w + width) * ((leaves - t) / crossSecs);
return head >= gap;
}
}
/// Feeds a [DanmakuLayer]; [onScreen] / [waiting] follow what the layer
/// does with the lines (for a status readout).
class DanmakuController extends ChangeNotifier {
final _inbox = <DanmakuItem>[];
final onScreen = ValueNotifier(0);
final waiting = ValueNotifier(0);
final dropped = ValueNotifier(0);
void add(DanmakuItem item) {
_inbox.add(item);
notifyListeners();
}
/// Everything in flight and waiting goes.
void clear() {
_clear = true;
_inbox.clear();
notifyListeners();
}
bool _clear = false;
List<DanmakuItem> _take() {
final items = List.of(_inbox);
_inbox.clear();
return items;
}
@override
void dispose() {
onScreen.dispose();
waiting.dispose();
dropped.dispose();
super.dispose();
}
}
/// The lines over a picture: fills its box, lets every click through.
/// Each line is a widget (avatar, outlined text, own frame) moved by a
/// [Flow] on every frame: only paint runs per frame, a build only when a
/// line comes or goes.
class DanmakuLayer extends StatefulWidget {
final DanmakuController controller;
final DanmakuStyle style;
/// The accent of [DanmakuItem.own] lines' frame and of "starting now".
final Color accent;
const DanmakuLayer({super.key, required this.controller, this.style = const DanmakuStyle(), required this.accent});
@override
State<DanmakuLayer> createState() => _DanmakuLayerState();
}
/// A line measured once (its width decides its speed and its lane) and
/// its widget, built once.
class _Line {
final DanmakuItem item;
final double width;
final double height;
final Widget widget;
_Line(this.item, this.width, this.height, this.widget);
}
class _DanmakuLayerState extends State<DanmakuLayer> with SingleTickerProviderStateMixin {
late final Ticker _ticker = createTicker(_onTick);
final _lanes = DanmakuLanes<_Line>();
final _repaint = ValueNotifier(0);
Duration _elapsed = Duration.zero;
Size _size = Size.zero;
var _pending = <DanmakuItem>[];
var _shown = <DanmakuFlight<_Line>>[];
double get _t => _elapsed.inMicroseconds / 1e6;
@override
void initState() {
super.initState();
widget.controller.addListener(_onAdd);
_ticker.start();
}
@override
void didUpdateWidget(DanmakuLayer old) {
super.didUpdateWidget(old);
if (old.controller != widget.controller) {
old.controller.removeListener(_onAdd);
widget.controller.addListener(_onAdd);
}
}
@override
void dispose() {
widget.controller.removeListener(_onAdd);
_ticker.dispose();
_repaint.dispose();
super.dispose();
}
void _onAdd() {
final c = widget.controller;
if (c._clear) {
c._clear = false;
_lanes.clear();
_pending = [];
}
_pending.addAll(c._take());
}
_Line _build(DanmakuItem item) {
final s = widget.style;
final size = s.fontSizeFor(_size.height);
final base = TextStyle(
fontSize: size,
height: 1.2,
fontWeight: FontWeight.w600,
color: Colors.white,
letterSpacing: 0.2,
shadows: const [],
);
InlineSpan span({Paint? stroke}) {
final name = item.sender;
final accent = item.kind == DanmakuKind.starting && stroke == null ? widget.accent : null;
return TextSpan(style: stroke == null ? base : base.copyWith(foreground: stroke, color: null), children: [
if (name != null)
TextSpan(
text: item.kind == DanmakuKind.chat ? '$name ' : '$name ',
style: TextStyle(
fontWeight: FontWeight.w700,
color: stroke == null ? (item.senderColor ?? Colors.white) : null,
),
),
TextSpan(text: item.text, style: accent == null ? null : TextStyle(color: accent)),
]);
}
final measure = TextPainter(text: span(), textDirection: TextDirection.ltr, maxLines: 1)..layout();
final textW = measure.width, textH = measure.height;
measure.dispose();
final avatar = s.avatars ? item.avatar : null;
final avatarSize = size * 1.15;
final avatarGap = size * 0.3;
final frame = item.own && s.highlightOwn;
final padX = frame ? size * 0.4 : 0.0;
final width = textW + padX * 2 + (avatar == null ? 0 : avatarSize + avatarGap);
Widget text = Text.rich(span(), maxLines: 1, softWrap: false);
if (s.outline > 0) {
final stroke = Paint()
..style = PaintingStyle.stroke
..strokeWidth = s.outline * 2
..strokeJoin = StrokeJoin.round
..color = const Color(0xE6000000);
text = Stack(children: [Text.rich(span(stroke: stroke), maxLines: 1, softWrap: false), text]);
}
Widget line = Row(
mainAxisSize: MainAxisSize.min,
children: [
if (avatar != null) ...[
StatusAvatar(info: avatar, size: avatarSize, badges: false, ring: false),
SizedBox(width: avatarGap),
],
text,
],
);
if (frame) {
line = DecoratedBox(
decoration: BoxDecoration(
color: widget.accent.withValues(alpha: 0.14),
borderRadius: BorderRadius.circular(999),
border: Border.all(color: widget.accent.withValues(alpha: 0.85), width: 1.2),
),
child: Padding(padding: EdgeInsets.symmetric(horizontal: padX), child: line),
);
}
final height = math.max(textH, avatar == null ? 0.0 : avatarSize);
return _Line(item, width, height, SizedBox(width: width, height: height, child: Center(child: line)));
}
void _onTick(Duration elapsed) {
_elapsed = elapsed;
if (_size.isEmpty) return;
final t = _t;
for (final item in _pending) {
_lanes.add(_build(item), t);
}
_pending = [];
final s = widget.style;
_lanes.tick(t,
w: _size.width,
lanes: s.lanesFor(_size.height),
cap: s.maxOnScreen,
crossSecs: s.crossSecs,
measure: (l) => l.width);
final c = widget.controller;
c.onScreen.value = _lanes.flights.length;
c.waiting.value = _lanes.waiting;
c.dropped.value = _lanes.dropped;
final now = List.of(_lanes.flights);
if (now.length != _shown.length || !_sameFlights(now, _shown)) {
setState(() => _shown = now);
} else if (now.isNotEmpty) {
_repaint.value++;
}
}
static bool _sameFlights(List<DanmakuFlight<_Line>> a, List<DanmakuFlight<_Line>> b) {
for (var i = 0; i < a.length; i++) {
if (!identical(a[i], b[i])) return false;
}
return true;
}
@override
Widget build(BuildContext context) {
return IgnorePointer(
child: LayoutBuilder(builder: (context, box) {
_size = box.biggest;
return Opacity(
opacity: widget.style.opacity.clamp(0.0, 1.0),
child: Flow(
delegate: _DanmakuFlow(this, _repaint),
children: [for (final f in _shown) KeyedSubtree(key: ObjectKey(f), child: f.item.widget)],
),
);
}),
);
}
}
class _DanmakuFlow extends FlowDelegate {
final _DanmakuLayerState state;
_DanmakuFlow(this.state, Listenable repaint) : super(repaint: repaint);
@override
BoxConstraints getConstraintsForChild(int i, BoxConstraints constraints) => const BoxConstraints();
@override
void paintChildren(FlowPaintingContext context) {
final s = state.widget.style;
final size = context.size;
final t = state._t;
final top = s.bandTop * size.height;
final lane = s.laneHeightFor(size.height);
final flights = state._shown;
for (var i = 0; i < flights.length && i < context.childCount; i++) {
final f = flights[i];
final x = f.x(t, size.width);
final y = top + f.lane * lane + (lane - f.item.height) / 2;
context.paintChild(i, transform: Matrix4.translationValues(x, y, 0));
}
}
@override
bool shouldRepaint(_DanmakuFlow old) => true;
}
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import 'dart:async';
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:signals/signals_flutter.dart';
import '../controls/minimal/style.dart';
import '../controls/session_controls.dart' show controlsBottomHeight;
import '../session/notifier.dart' show ToastItem;
import '../session/session_coordinator.dart' show SessionCoordinator;
import '../shell/avatar.dart' show AvatarInfo, avatarForName, colorForName, memberAvatarInfo, selfAvatarInfo;
import '../shell/motion.dart';
import '../app/app_graph.dart' show AppScope;
import '../widgets/app_menu.dart' show AppGlass, AppMenuStyle;
import 'danmaku.dart';
// Dev builds only (Settings → About → Developer): try the danmaku look on
// the real player (when something is loaded) or on a stand-in picture,
// fed with samples, a random stream or this session's own toasts, with
// every knob of [DanmakuStyle] live and mock subtitles to judge overlap.
/// The preview's state, owned by the shell while the app runs.
class DanmakuPreview {
final controller = DanmakuController();
/// Shown over the full session player.
final active = signal(false);
final style = signal(const DanmakuStyle());
/// A random stream: lines per minute, lengths from one word to a long
/// sentence, CJK and emoji among them.
final auto = signal(false);
final autoRate = signal(40.0);
/// Mock subtitles: a top sign and bottom dialogue.
final mockTop = signal(false);
final mockBottom = signal(false);
/// The stand-in picture's control band (the real player has its own).
final controlsBand = signal(true);
/// This session's chat and notice toasts fly too (session only).
final live = signal(false);
/// In a session: the party's real avatars for the samples and the
/// session's toasts (set while the session panel is up).
SessionCoordinator? coord;
final _rng = math.Random();
Timer? _autoTimer;
late final void Function() _stopAuto;
DanmakuPreview() {
_stopAuto = effect(() {
final on = auto.value;
autoRate.value;
untracked(() {
_autoTimer?.cancel();
if (on) _scheduleAuto();
});
});
}
void dispose() {
_stopAuto();
_autoTimer?.cancel();
controller.dispose();
}
void _scheduleAuto() {
// Poisson arrivals: bursts and lulls like a real chat.
final perSec = autoRate.peek() / 60;
final wait = -math.log(1 - _rng.nextDouble()) / perSec;
_autoTimer = Timer(Duration(milliseconds: (wait * 1000).round().clamp(30, 60000)), () {
if (!auto.peek()) return;
controller.add(randomSample());
_scheduleAuto();
});
}
/// One sample line of [kind]; [own]: as if this member wrote it.
/// Senders come from the party in a session (their pictures), else
/// from [sampleNames] (initials).
DanmakuItem sample(DanmakuKind kind, {bool own = false}) {
final a = own ? selfAvatarInfo() : _sampleSender();
final who = a.name;
final color = own ? a.color : colorForName(who);
return switch (kind) {
DanmakuKind.chat =>
DanmakuItem(kind: kind, sender: who, senderColor: color, text: _pick(sampleChat), own: own, avatar: a),
DanmakuKind.join => DanmakuItem(kind: kind, sender: who, senderColor: color, text: 'joined', avatar: a),
DanmakuKind.leave => DanmakuItem(kind: kind, sender: who, senderColor: color, text: 'left', avatar: a),
DanmakuKind.upNext => DanmakuItem(
kind: kind, sender: who, senderColor: color, text: 'added ${_pick(sampleTitles)} to Up next', avatar: a),
DanmakuKind.starting => const DanmakuItem(kind: DanmakuKind.starting, text: '▶ Starting now'),
};
}
/// [text] as this member's own chat line.
DanmakuItem own(String text) {
final a = selfAvatarInfo();
return DanmakuItem(kind: DanmakuKind.chat, sender: a.name, senderColor: a.color, text: text, own: true, avatar: a);
}
AvatarInfo _sampleSender() {
final c = coord;
final r = c?.serverState.peek();
final others = [
if (c != null && r != null)
for (final m in r.members)
if (m.id != c.connection.memberId) memberAvatarInfo(m, r, c),
];
// The party's real ones half the time, so initials show up too.
if (others.isNotEmpty && _rng.nextBool()) return _pick(others);
final name = _pick(sampleNames);
return AvatarInfo(name: name, color: colorForName(name));
}
/// What the random stream sends: mostly chat, some of it yours, now and
/// then a notice.
DanmakuItem randomSample() {
final r = _rng.nextDouble();
if (r < 0.70) return sample(DanmakuKind.chat);
if (r < 0.80) return sample(DanmakuKind.chat, own: true);
if (r < 0.88) return sample(DanmakuKind.join);
if (r < 0.94) return sample(DanmakuKind.leave);
return sample(DanmakuKind.upNext);
}
/// A toast of this session as a line: chat (name, then the message),
/// joins, leaves, Up next adds; the rest (problems) stay toasts.
DanmakuItem? fromToast(ToastItem t, {String? selfName}) {
final who = t.actor;
if (who == null || who.isEmpty) {
return t.text.toLowerCase().startsWith('starting')
? DanmakuItem(kind: DanmakuKind.starting, text: '▶ ${t.text}')
: null;
}
final color = colorForName(who);
final c = coord;
final avatar = c == null ? AvatarInfo(name: who, color: color) : avatarForName(who, c, t.actorId);
if (t.chat && t.text.startsWith('$who: ')) {
return DanmakuItem(
kind: DanmakuKind.chat,
sender: who,
senderColor: color,
text: t.text.substring(who.length + 2),
own: who == selfName,
avatar: avatar);
}
final rest = t.text.startsWith('$who ') ? t.text.substring(who.length + 1) : t.text;
final kind = rest.startsWith('joined')
? DanmakuKind.join
: rest.startsWith('left')
? DanmakuKind.leave
: rest.startsWith('added')
? DanmakuKind.upNext
: null;
if (kind == null) return null;
return DanmakuItem(kind: kind, sender: who, senderColor: color, text: rest, avatar: avatar);
}
/// Follows [toasts] while [live] is on; returns the stop.
void Function() watchToasts(ReadonlySignal<List<ToastItem>> toasts, {String? selfName}) {
var seen = {for (final t in toasts.peek()) t.id};
return effect(() {
final items = toasts.value;
final on = live.value;
untracked(() {
for (final t in items) {
if (!seen.add(t.id) || !on) continue;
final line = fromToast(t, selfName: selfName);
if (line != null) controller.add(line);
}
seen = {for (final t in items) t.id};
});
});
}
T _pick<T>(List<T> from) => from[_rng.nextInt(from.length)];
static const sampleNames = ['Alice', 'Bob', 'Chiyo', '小雪', 'Kenji', 'Mara'];
static const sampleTitles = ['Frieren · 12', 'Bocchi the Rock! · 5', 'Dungeon Meshi · 20', 'Mob Psycho 100 · 3'];
static const sampleChat = [
'lol',
'www',
'草',
'8888888',
'NICE',
'it\'s so over',
'she\'s back!!',
'wait, who is that?',
'op skip pls 🙏',
'the animation in this scene is insane',
'I can\'t believe they actually adapted this arc, the manga panel looked exactly like this, chills honestly',
'brb getting snacks, don\'t wait for me (actually do wait)',
'前方高能预警!!!',
'このシーン最高すぎる',
'神回確定',
'画质好清晰啊',
'🔥🔥🔥',
'😭😭 my heart',
'🎉 finally',
'Himmel would have done the same 🥲',
];
}
/// The danmaku with this preview's style and mock subtitles over a
/// picture; lets clicks through.
class DanmakuPreviewLayers extends StatelessWidget {
final DanmakuPreview preview;
const DanmakuPreviewLayers({super.key, required this.preview});
@override
Widget build(BuildContext context) {
final accent = Theme.of(context).colorScheme.primary;
return SignalBuilder(
builder: (context) => Stack(
fit: StackFit.expand,
children: [
MockSubtitles(top: preview.mockTop.value, bottom: preview.mockBottom.value),
DanmakuLayer(controller: preview.controller, style: preview.style.value, accent: accent),
],
),
);
}
}
/// Stand-ins for subtitles where real ones sit: an ASS sign at the top
/// (`\an8`, yellow serif) and two lines of dialogue at the bottom.
class MockSubtitles extends StatelessWidget {
final bool top;
final bool bottom;
const MockSubtitles({super.key, required this.top, required this.bottom});
static Widget _outlined(String text, TextStyle style, double outline) => Stack(
children: [
Text(text,
textAlign: TextAlign.center,
style: style.copyWith(
color: null,
foreground: Paint()
..style = PaintingStyle.stroke
..strokeWidth = outline
..strokeJoin = StrokeJoin.round
..color = const Color(0xFF1A1206),
)),
Text(text, textAlign: TextAlign.center, style: style),
],
);
@override
Widget build(BuildContext context) {
if (!top && !bottom) return const SizedBox.shrink();
return IgnorePointer(
child: LayoutBuilder(builder: (context, box) {
final h = box.maxHeight;
final dialogue = (h * 0.05).clamp(12.0, 52.0);
return Stack(
children: [
if (top)
Positioned(
left: 0,
right: 0,
top: h * 0.035,
child: Center(
child: _outlined(
'TOP SIGN · 第3新東京市',
TextStyle(
fontSize: dialogue * 0.85,
fontWeight: FontWeight.w800,
color: const Color(0xFFFFE14D),
),
dialogue * 0.14,
),
),
),
if (bottom)
Positioned(
left: 0,
right: 0,
bottom: h * 0.05,
child: Center(
child: _outlined(
'I told you the controls would cover this line.\nThey never do now — or do they?',
TextStyle(fontSize: dialogue, height: 1.15, color: Colors.white, fontWeight: FontWeight.w500),
dialogue * 0.12,
),
),
),
],
);
}),
);
}
}
/// A moving picture for the preview when nothing is loaded: slow colour
/// fields drifting over a dusk gradient, so motion and contrast behind
/// the lines are realistic.
class DanmakuStandIn extends StatefulWidget {
const DanmakuStandIn({super.key});
@override
State<DanmakuStandIn> createState() => _DanmakuStandInState();
}
class _DanmakuStandInState extends State<DanmakuStandIn> with SingleTickerProviderStateMixin {
late final AnimationController _clock =
AnimationController(vsync: this, duration: const Duration(seconds: 60))..repeat();
@override
void dispose() {
_clock.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) => RepaintBoundary(
child: CustomPaint(painter: _StandInPainter(_clock), child: const SizedBox.expand()),
);
}
class _StandInPainter extends CustomPainter {
final Animation<double> clock;
_StandInPainter(this.clock) : super(repaint: clock);
static const _blobs = [
(Color(0xFFFF7A59), 0.9, 0.0, 0.42),
(Color(0xFF7C5CFF), 1.3, 1.7, 0.5),
(Color(0xFF2EC5CE), 0.7, 3.1, 0.38),
(Color(0xFFFFC857), 1.1, 4.4, 0.3),
(Color(0xFFE85D9E), 0.5, 5.2, 0.45),
];
@override
void paint(Canvas canvas, Size size) {
final rect = Offset.zero & size;
canvas.drawRect(
rect,
Paint()
..shader = const LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
colors: [Color(0xFF0B1030), Color(0xFF2A1B4A), Color(0xFF5A2F4F), Color(0xFF14141C)],
stops: [0, 0.45, 0.72, 1],
).createShader(rect),
);
final t = clock.value * 2 * math.pi;
final r = size.shortestSide;
for (final (color, speed, phase, radius) in _blobs) {
final c = Offset(
size.width * (0.5 + 0.38 * math.sin(t * speed + phase)),
size.height * (0.5 + 0.32 * math.cos(t * speed * 0.8 + phase * 1.3)),
);
canvas.drawCircle(
c,
r * radius,
Paint()
..shader = RadialGradient(colors: [color.withValues(alpha: 0.55), color.withValues(alpha: 0)])
.createShader(Rect.fromCircle(center: c, radius: r * radius)),
);
}
// A bright horizon line and some stars: hard edges behind the text.
final horizon = size.height * 0.68;
canvas.drawRect(
Rect.fromLTWH(0, horizon, size.width, size.height - horizon),
Paint()..color = const Color(0xCC0D0D14),
);
canvas.drawLine(Offset(0, horizon), Offset(size.width, horizon),
Paint()
..color = const Color(0x88FFD7A8)
..strokeWidth = 1.5);
final stars = math.Random(7);
for (var i = 0; i < 90; i++) {
final x = stars.nextDouble() * size.width;
final y = stars.nextDouble() * horizon;
final twinkle = 0.4 + 0.6 * (0.5 + 0.5 * math.sin(t * 8 + i));
canvas.drawCircle(Offset(x, y), 0.6 + stars.nextDouble() * 1.2,
Paint()..color = Colors.white.withValues(alpha: 0.5 * twinkle));
}
}
@override
bool shouldRepaint(_StandInPainter old) => false;
}
/// The preview's knobs on the app's glass: fire samples, the random
/// stream, the look, mock subtitles. [onClose] ends the preview; it
/// collapses to its title bar.
class DanmakuPanel extends StatefulWidget {
final DanmakuPreview preview;
final VoidCallback onClose;
/// In a session: offer this session's own toasts as a source.
final bool session;
const DanmakuPanel({super.key, required this.preview, required this.onClose, this.session = false});
@override
State<DanmakuPanel> createState() => _DanmakuPanelState();
}
class _DanmakuPanelState extends State<DanmakuPanel> {
bool _open = true;
DanmakuPreview get p => widget.preview;
void _style(DanmakuStyle Function(DanmakuStyle s) f) => p.style.value = f(p.style.peek());
@override
Widget build(BuildContext context) {
final muted = Colors.white.withValues(alpha: 0.6);
return ExcludeFocus(
child: AppGlass(
child: SizedBox(
width: 300,
child: Column(
mainAxisSize: MainAxisSize.min,
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
Padding(
padding: const EdgeInsets.fromLTRB(14, 8, 6, 4),
child: Row(
children: [
const Expanded(
child: Text('Danmaku preview', style: TextStyle(fontWeight: FontWeight.w600, fontSize: 14)),
),
_Counts(controller: p.controller),
IconButton(
tooltip: _open ? 'Collapse' : 'Expand',
visualDensity: VisualDensity.compact,
iconSize: 18,
onPressed: () => setState(() => _open = !_open),
icon: AnimatedRotation(
turns: _open ? 0 : 0.5,
duration: easeTime,
curve: ease,
child: const Icon(Icons.expand_less),
),
),
IconButton(
tooltip: 'Close the preview',
visualDensity: VisualDensity.compact,
iconSize: 18,
onPressed: widget.onClose,
icon: const Icon(Icons.close),
),
],
),
),
AnimatedSize(
duration: easeTime,
curve: ease,
alignment: Alignment.topCenter,
child: !_open
? const SizedBox(width: double.infinity)
: ConstrainedBox(
constraints: BoxConstraints(maxHeight: MediaQuery.sizeOf(context).height * 0.7),
child: SingleChildScrollView(
padding: const EdgeInsets.fromLTRB(14, 0, 14, 12),
child: SignalBuilder(builder: (context) => _body(muted)),
),
),
),
],
),
),
),
);
}
Widget _body(Color muted) {
final s = p.style.value;
Widget fire(IconData icon, String label, DanmakuItem Function() item) => MinimalButton(
icon: icon,
label: label,
tooltip: '',
scale: 0.8,
onPressed: () => p.controller.add(item()),
);
return Column(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
_Head('Send', muted),
Wrap(
spacing: 4,
runSpacing: 4,
children: [
fire(Icons.chat_bubble_outline, 'Chat', () => p.sample(DanmakuKind.chat)),
fire(Icons.person_outline, 'Mine', () => p.sample(DanmakuKind.chat, own: true)),
fire(Icons.login, 'Join', () => p.sample(DanmakuKind.join)),
fire(Icons.logout, 'Leave', () => p.sample(DanmakuKind.leave)),
fire(Icons.playlist_add_rounded, 'Up next', () => p.sample(DanmakuKind.upNext)),
fire(Icons.play_arrow_rounded, 'Starting', () => p.sample(DanmakuKind.starting)),
fire(Icons.bolt, 'Burst ×12', () {
for (var i = 0; i < 11; i++) {
p.controller.add(p.randomSample());
}
return p.randomSample();
}),
MinimalButton(
icon: Icons.clear_all,
label: 'Clear',
tooltip: '',
scale: 0.8,
onPressed: p.controller.clear,
),
],
),
_Toggle('Random stream', p.auto.value, (v) => p.auto.value = v),
_Slider('Rate', p.autoRate.value, 5, 240, '${p.autoRate.value.round()}/min', (v) => p.autoRate.value = v,
enabled: p.auto.value),
if (widget.session) _Toggle("This session's chat and notices", p.live.value, (v) => p.live.value = v),
_Head('Look', muted),
_Slider('Crossing', s.crossSecs, 4, 16, '${s.crossSecs.toStringAsFixed(1)} s',
(v) => _style((s) => s.copyWith(crossSecs: v))),
_Slider('At most', s.maxOnScreen.toDouble(), 1, 40, '${s.maxOnScreen} lines',
(v) => _style((s) => s.copyWith(maxOnScreen: v.round()))),
_Range('Lanes', s.bandTop, s.bandBottom, '${(s.bandTop * 100).round()}–${(s.bandBottom * 100).round()} %',
(a, b) => _style((s) => s.copyWith(bandTop: a, bandBottom: b))),
_Slider('Opacity', s.opacity, 0.3, 1, '${(s.opacity * 100).round()} %',
(v) => _style((s) => s.copyWith(opacity: v))),
_Slider('Size', s.size, 0.6, 1.8, '×${s.size.toStringAsFixed(2)}', (v) => _style((s) => s.copyWith(size: v))),
_Slider('Outline', s.outline, 0, 4, '${s.outline.toStringAsFixed(1)} px',
(v) => _style((s) => s.copyWith(outline: v))),
_Toggle('Avatars', s.avatars, (v) => _style((s) => s.copyWith(avatars: v))),
_Toggle('Frame my own lines', s.highlightOwn, (v) => _style((s) => s.copyWith(highlightOwn: v))),
_Head('Subtitles (mock)', muted),
_Toggle('Top sign', p.mockTop.value, (v) => p.mockTop.value = v),
_Toggle('Bottom dialogue', p.mockBottom.value, (v) => p.mockBottom.value = v),
if (!widget.session) _Toggle('Control bar', p.controlsBand.value, (v) => p.controlsBand.value = v),
],
);
}
}
class _Counts extends StatelessWidget {
final DanmakuController controller;
const _Counts({required this.controller});
@override
Widget build(BuildContext context) => ListenableBuilder(
listenable: Listenable.merge([controller.onScreen, controller.waiting]),
builder: (context, _) => Tooltip(
message: 'Flying · waiting for a lane',
child: Text(
'${controller.onScreen.value} · ${controller.waiting.value}',
style: TextStyle(
fontSize: 12,
color: Colors.white.withValues(alpha: 0.6),
fontFeatures: const [FontFeature.tabularFigures()],
),
),
),
);
}
class _Head extends StatelessWidget {
final String text;
final Color color;
const _Head(this.text, this.color);
@override
Widget build(BuildContext context) => Padding(
padding: const EdgeInsets.only(top: 10, bottom: 4),
child: Text(text.toUpperCase(),
style: TextStyle(fontSize: 11, letterSpacing: 0.8, fontWeight: FontWeight.w600, color: color)),
);
}
class _Toggle extends StatelessWidget {
final String label;
final bool value;
final ValueChanged<bool> onChanged;
const _Toggle(this.label, this.value, this.onChanged);
@override
Widget build(BuildContext context) => SizedBox(
height: 34,
child: Row(
children: [
Expanded(child: Text(label, style: const TextStyle(fontSize: 13))),
Transform.scale(scale: 0.75, alignment: Alignment.centerRight, child: Switch(value: value, onChanged: onChanged)),
],
),
);
}
class _Slider extends StatelessWidget {
final String label;
final double value, min, max;
final String readout;
final ValueChanged<double> onChanged;
final bool enabled;
const _Slider(this.label, this.value, this.min, this.max, this.readout, this.onChanged, {this.enabled = true});
@override
Widget build(BuildContext context) => _SliderFrame(
label: label,
readout: readout,
child: Slider(value: value.clamp(min, max), min: min, max: max, onChanged: enabled ? onChanged : null),
);
}
class _Range extends StatelessWidget {
final String label;
final double a, b;
final String readout;
final void Function(double a, double b) onChanged;
const _Range(this.label, this.a, this.b, this.readout, this.onChanged);
@override
Widget build(BuildContext context) => _SliderFrame(
label: label,
readout: readout,
child: RangeSlider(
values: RangeValues(a, b),
max: 0.9,
onChanged: (v) {
if (v.end - v.start >= 0.05) onChanged(v.start, v.end);
},
),
);
}
class _SliderFrame extends StatelessWidget {
final String label;
final String readout;
final Widget child;
const _SliderFrame({required this.label, required this.readout, required this.child});
@override
Widget build(BuildContext context) => SizedBox(
height: 34,
child: Row(
children: [
SizedBox(width: 64, child: Text(label, style: const TextStyle(fontSize: 13))),
Expanded(
child: SliderTheme(
data: SliderTheme.of(context).copyWith(
trackHeight: 3,
overlayShape: SliderComponentShape.noOverlay,
thumbShape: const RoundSliderThumbShape(enabledThumbRadius: 6),
rangeThumbShape: const RoundRangeSliderThumbShape(enabledThumbRadius: 6),
),
child: child,
),
),
SizedBox(
width: 76,
child: Text(
readout,
textAlign: TextAlign.right,
style: TextStyle(
fontSize: 12,
color: Colors.white.withValues(alpha: 0.7),
fontFeatures: const [FontFeature.tabularFigures()],
),
),
),
],
),
);
}
/// The preview without a session player: the stand-in picture, a mock
/// control bar of the skin in use, the lines and the panel, over the
/// whole window (Esc or × closes it).
Future<void> showDanmakuPreviewPage(BuildContext context, DanmakuPreview preview) => showGeneralDialog<void>(
context: context,
barrierDismissible: false,
barrierLabel: 'Danmaku preview',
barrierColor: Colors.black,
transitionDuration: easeTime,
pageBuilder: (context, _, _) => DanmakuPreviewPage(preview: preview),
transitionBuilder: (context, anim, _, child) => FadeTransition(
opacity: CurvedAnimation(parent: anim, curve: ease, reverseCurve: Curves.easeIn),
child: child,
),
);
class DanmakuPreviewPage extends StatelessWidget {
final DanmakuPreview preview;
const DanmakuPreviewPage({super.key, required this.preview});
@override
Widget build(BuildContext context) {
return Material(
color: Colors.black,
child: Stack(
fit: StackFit.expand,
children: [
const DanmakuStandIn(),
DanmakuPreviewLayers(preview: preview),
SignalBuilder(builder: (context) {
if (!preview.controlsBand.value) return const SizedBox.shrink();
final s = AppScope.of(context).coordinator.settings;
final h = controlsBottomHeight(s.controlsSkin.value, s.controlsSize.value);
return Align(
alignment: Alignment.bottomCenter,
child: IgnorePointer(
child: Container(
height: h,
decoration: const BoxDecoration(
gradient: LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
colors: [Color(0x00000000), MinimalStyle.band],
),
border: Border(top: BorderSide(color: AppMenuStyle.border, width: 0.5)),
),
alignment: Alignment.center,
child: Text('control bar', style: TextStyle(color: Colors.white.withValues(alpha: 0.35), fontSize: 12)),
),
),
);
}),
Positioned(
left: 16,
top: 14,
child: Text('Stand-in picture: load something to preview on the real player',
style: TextStyle(color: Colors.white.withValues(alpha: 0.55), fontSize: 12)),
),
Positioned(
right: 16,
top: 16,
child: DanmakuPanel(preview: preview, onClose: () => Navigator.of(context).pop()),
),
],
),
);
}
}
/// The panel over the session player; while mounted, this session's
/// toasts reach the preview when its "chat and notices" switch is on.
class DanmakuSessionPanel extends StatefulWidget {
final DanmakuPreview preview;
final SessionCoordinator coord;
const DanmakuSessionPanel({super.key, required this.preview, required this.coord});
@override
State<DanmakuSessionPanel> createState() => _DanmakuSessionPanelState();
}
class _DanmakuSessionPanelState extends State<DanmakuSessionPanel> {
late final void Function() _stop = widget.preview.watchToasts(widget.coord.toasts);
@override
void initState() {
super.initState();
widget.preview.coord = widget.coord;
_stop;
}
@override
void dispose() {
_stop();
widget.preview.coord = null;
super.dispose();
}
@override
Widget build(BuildContext context) => DanmakuPanel(
preview: widget.preview,
session: true,
onClose: () => widget.preview.active.value = false,
);
}