Commit Graph

8 Commits

Author SHA1 Message Date
server2 dfc9a19860 island: the pill gets the card's faint pink glow
one pink glow for the pill and the open card (opacity 0.3, blur 22),
0.7 while the pill is hovered; the dark drop shadow is gone. same single
shadow as before, so no extra cost (pill 1.3 ms gpu)
2026-10-06 16:59:59 +02:00
server2 b74e727305 island: glowing card, hover on eq bands and time bar, bold transport
- the open card keeps a faint pink glow: the pill's shadow blends from a
  dark drop shadow to a centred pink glow (opacity 0.3, blur 22, inside
  the window margin); measured 2.95 ms gpu with the card open, as before
- eq bands: hovered, the track widens 4 px and brightens, the knob grows
  25% with a full pink ring, the frequency label turns pink
- time bar: hovered, the track thickens 4 px and brightens, the knob grows
- previous/play-pause/next: no halo, circle or growth any more; they go
  bold instead (an outline of the glyph's own colour, 0 to 2 px; pause bars
  widen), and glowing() is gone
2026-10-06 16:58:05 +02:00
server2 fc90260d5d island: animated hover on the island and every button
- each hovered spot eases a highlight in and out over 220 ms
- pill: widens 10 px and its drop shadow turns into a centred pink glow
  (the same shadow the pill already had, so no extra cost)
- previous/next: swell 12%, icon turns pink, pink halo; play/pause swells
  10%, halo, its pink warms toward white
- chips and presets brighten and grow 4-6%, dropdown rows slide right
- halos only exist while hovered (a shadow is two gpu layers per frame)
- one button lit at a time, and highlights reset when the card or the
  dropdown changes: amane matches hover targets by position in the frame,
  so a target that disappears never hears the pointer leave
2026-10-06 16:38:18 +02:00
server2 c228f40154 remove src.before-test, the pre-island hello-world backup 2026-10-06 15:45:00 +02:00
server2 a8cd23546d docs: README, AGENTS.md, test tools in tools/
- README: features, layout, requirements, install, IPC, runtime files, limits
- AGENTS.md: the user's ground rules (branch + approval, never touch real
  players' sound), architecture, measured performance rules, type-check
  and test loop, desktop test driver and its pitfalls, open threads
- tools/: amane-remote.sh and fake_mpris.py, so the test loop doesn't
  depend on the Hermes skill
- .gitignore: the Cargo files amane generates
2026-10-06 15:41:48 +02:00
server2 c55e4cfbed island: cover gradient background, unmirrored pill levels
- the pill, the card and the fade veils share one 150-degree gradient from
  the cover's palette (most common, second, background), each darkened to
  a fixed brightness so white text stays readable; veils span the whole
  shape so their gradient lines up with the backdrop's
- measured on the desktop: card open 3.1 ms gpu (solid fill was ~3), pill
  1.7 ms (was 1.0), open/close animation unchanged (1 and 0 slow frames)
- pill levels: lows left, highs right, no mirroring; every bar still grows
  up and down from the middle line
2026-10-06 15:25:13 +02:00
server2 e7ff054fb1 island: open in two phases, live levels in the pill
- one linear timeline: the pill fades out, the empty shape grows, then the
  card fades in on the settled shape (and backwards on close)
- fades use a surface-coloured veil instead of .opacity(), and the shape
  has no clip, so neither costs a gpu layer
- measured on the desktop: open went from 11 frames over 20 ms to 1,
  close from 4 to 0
- the spectrum capture runs whenever the shown player plays, and the pill
  shows it as 7 mirrored, glowing bars (about 9% of one core while playing)
2026-10-06 03:44:00 +02:00
server2 93c57b93c4 Initial 2026-10-06 03:28:55 +02:00