feat(mobile): Skia wave, wave player view, themes and playback settings (M5)
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- My Wave is rendered with react-native-skia on the UI thread; physics and colour helpers moved to @pipu/core (wave-anim) and shared with web. - Full-screen player honours ui_prefs.mobile_player (cover / wave). - Theme switching (dark / light / system) via a theme context and useColors() across all screens. - Profile: theme, wave variant, player view, sound quality sheet (Wi-Fi / mobile / downloads), recent-tracks cache clearing on next cold start, and a change-password sheet. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,45 +1,9 @@
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// Отрисовка кнопки «Моя волна» на Canvas 2D — порт прототипа docs/Разработка дизайна приложения/wave.js
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// (варианты orb и liquid; «Кольца» не реализуем — docs/design.md).
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// (варианты orb и liquid; «Кольца» не реализуем — docs/design.md). Физика и цвета — в @pipu/core (wave-anim).
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export type Rgb = [number, number, number];
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import { mix, rgb, rgba, type Rgb, type WaveState } from '@pipu/core';
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export interface WaveState {
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hover: number;
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hoverT: number;
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press: number;
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pressV: number;
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pressT: number;
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mx: number;
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my: number;
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ang: number;
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t: number;
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amp: number;
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pulse: number;
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speed: number;
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phase: number;
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variant: 'orb' | 'liquid';
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playing: boolean;
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bpm: number;
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energy: number;
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colors: [string, string, string];
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dark: boolean;
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reduced: boolean;
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size: number;
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}
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export function rgb(hex: string): Rgb {
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const h = hex.replace('#', '');
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const full = h.length === 3 ? [...h].map((c) => c + c).join('') : h;
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const n = parseInt(full, 16);
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return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
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}
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const rgba = (c: Rgb, a: number) => `rgba(${c[0]},${c[1]},${c[2]},${a})`;
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const mix = (a: Rgb, b: Rgb, k: number): Rgb => [
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Math.round(a[0] + (b[0] - a[0]) * k),
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Math.round(a[1] + (b[1] - a[1]) * k),
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Math.round(a[2] + (b[2] - a[2]) * k),
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];
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export { rgb, step, type Rgb, type WaveState } from '@pipu/core';
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export function drawOrb(ctx: CanvasRenderingContext2D, cx: number, cy: number, r: number, s: WaveState, t: number) {
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const [c1, c2, c3] = s.colors.map(rgb) as [Rgb, Rgb, Rgb];
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@@ -139,20 +103,3 @@ export function drawLiquid(ctx: CanvasRenderingContext2D, cx: number, cy: number
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ctx.globalAlpha = 1;
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ctx.globalCompositeOperation = 'source-over';
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}
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/** Шаг физики: пружины hover / press, амплитуда при игре, пульс в такт BPM (docs/design.md#3). */
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export function step(s: WaveState, dt: number) {
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s.hover += (s.hoverT - s.hover) * 0.08;
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s.pressV += (s.pressT - s.press) * 0.35;
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s.pressV *= 0.62;
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s.press += s.pressV;
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s.amp += ((s.playing ? 1 : 0) - s.amp) * 0.04;
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s.speed = s.reduced ? 0.15 : 1 + s.hover * 1.4 + s.amp * 0.7;
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s.t += dt * s.speed;
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if (s.playing && !s.reduced) {
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s.phase = (s.phase + (dt * s.bpm) / 60) % 1;
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s.pulse += (Math.pow(1 - s.phase, 4) * (0.35 + s.energy * 0.65) - s.pulse) * 0.5;
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} else {
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s.pulse += ((s.reduced ? 0 : (Math.sin(s.t * 1.1) * 0.5 + 0.5) * 0.12) - s.pulse) * 0.1;
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}
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}
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