Add Shift+M toggle shortcut for mini player mode (main and mini window).
Add 1-5 number keys for surface switching (micro/compact/artwork/queue/lyrics)
in mini player context. Add playback shortcuts (Space, Ctrl+Arrow) to mini
player window. Fix X button to close app (or hide to tray) instead of
duplicating the Expand button behavior. Closes#134.
Previous shader was too subtle — drift, rotation, and breathing were
imperceptible with the smooth 8x8 texture. Now with much larger values:
- Drift: 0.05 -> 0.20 max (Lissajous with two frequencies)
- Scale breathing: 2% -> 12% range
- Rotation: 0.86deg -> 5deg range
- Added warm/cool color shifting over time
- Stronger vignette pulsing and brightness breathing
Safe because the 8x8-sourced texture has zero structure to reveal.
CSS filter:blur() may not work reliably in all WebView environments,
leaving artwork structure visible as rectangular artifacts. New
approach: draw the full artwork at 8x8 resolution (64 pixels) where
no structure can physically survive, then scale up to 128x128 with
high-quality bilinear smoothing. One optional blur pass for polish.
The 3-layer parallax shader created visible rectangular artifacts on
dark/uniform artwork. Each layer sampled at different scale/offset,
and the spatial weighting transitions between layers showed as
geometric seams regardless of offset magnitude.
New shader uses a single texture sample with organic Lissajous drift,
gentle rotation, scale breathing, pulsing vignette, and vertical tint.
The pre-blurred texture handles the visual complexity — the shader
just adds subtle life without geometric artifacts.
Two issues caused visible dark rectangles on simple/dark artwork:
1. Texture normalization always mapped to [30-240] regardless of source
brightness. For dark artwork (Metallica), this amplified noise 5x and
turned a dark album into a light gray background. Now uses
brightness-aware blending: dark artwork gets gentle lift (preserves
mood), colorful artwork gets full normalization.
2. Shader layer offsets were too large (up to 20% of texture), causing
visible layer boundaries where each sampling layer showed different
parts of the amplified texture. Reduced offsets by ~60% and tightened
scale ranges for smoother parallax.
CLAMP_TO_EDGE stretched edge pixels when ambient shader UVs exceeded
[0,1] range, creating visible dark rectangles on simple/dark artwork
(e.g. Metallica's black album). MIRRORED_REPEAT seamlessly mirrors
the texture instead. Also removed the hard clamp() in the fragment
shader so the mirrored wrapping actually takes effect.
Group immersive-related settings under a new "Immersive" subsection
at the bottom of Settings > Appearance, in order:
1. Immersive Default View
2. Composition (collapsible)
3. Disable Blur Background
4. Animation Frame Rate (collapsible)
Also fix chevron alignment in collapsible sections to be right-aligned
(justify-content: space-between) and clean up unused CSS classes.
- Replace native <select> with Dropdown component for GSK renderer
- Fix collapsible section layout: title+chevron on one row, description below
- Apply section-title-row wrapper to both Animation Frame Rate and Composition
- Add divider between Animation Frame Rate and Mini Player Default View
- Remove unused .composition-select CSS
- Replace raw checkbox with Toggle component for blur background
- Use composition-subsection class for FPS section (adds top border)
- Use composition-title class for consistent 14px font size
- Move desc to section-note inside expanded content
- Add summary key for inline collapsed text
- Shorten title from "Immersive Animation Frame Rate" to
"Animation Frame Rate"
Replace raw text caret and h4 with the standard section-title +
section-summary + ChevronDown/Up icon pattern used by the composition
section. Remove duplicate description that now shows as summary.
Add gskRenderer and disableBlurBackground fields to CompositionProfile.
Update existing profiles: Xwayland Performance now disables blur.
Add new Max Performance profile (Cairo software renderer + blur off)
for maximum compatibility on stutter-affected systems.
Profile matching and apply logic now includes all new fields.
Part of #127.
When enabled, replaces the expensive blurred album artwork background
with a solid dark color extracted from the artwork at tiny resolution.
Significantly reduces GPU load and fixes stutter on affected systems.
Setting is stored in localStorage (same as FPS settings) and applies
on next immersive mode entry.
Part of #127.
Add gsk_renderer field to graphics settings DB with UI dropdown
(Auto/GL/NGL/Vulkan/Cairo). Value is read at startup and set as
GSK_RENDERER env var. Env var override takes precedence. Also
included in --reset-graphics and reset now restores hw_accel to true.
Part of #127.
The ContextType enum and v2_set_playback_context match were missing
fav_q and top_q variants, causing an "Invalid context type" error that
blocked all playback from FavQ and TopQ views. Also wrap
setPlaybackContext calls in try/catch so context errors don't prevent
track playback.
Fixes#140
When QBZ adjusts quality for device compatibility (e.g. requesting
Hi-Res instead of Ultra Hi-Res because the DAC doesn't support
176.4kHz), show a blue info tooltip instead of the yellow "Resampled
by system" warning. The new message clarifies that playback is
bit-perfect with no resampling — QBZ simply requested a compatible
quality from the source.
Two distinct tooltip cases:
- Yellow: "Resampled by system" (PipeWire/system is resampling)
- Blue: "Quality adjusted for device compatibility" (QBZ chose lower
quality, hardware plays natively)
Replace browser-side pdfjs-dist canvas rendering with server-side
MuPDF rendering for high-quality PDF booklet display. MuPDF renders
pages to PNG at configurable DPI in Rust, producing much sharper
results than the JavaScript canvas approach which had persistent
JPEG 2000 WASM decoder issues.
- Add mupdf crate with sys-lib features (avoid GTK symbol conflicts)
- Create pdf_viewer.rs with v2_booklet_open/render_page/close commands
- Download PDF to temp file, render pages on demand via MuPDF
- Display rendered PNGs as img tags instead of canvas
- DPI scales with zoom and devicePixelRatio for crisp output
- Support rotation via MuPDF transformation matrix
The worker was loaded via Vite's blob: URL transform, which
prevented it from resolving sibling WASM files (openjpeg.wasm,
jbig2.wasm). Now the worker is served from static/pdfjs/ as a
real HTTP resource alongside the WASM files, so JPEG 2000 and
JBIG2 decoders initialize correctly.
Removed disableWorker hack — worker runs properly now.
PDF was rendering tiny because zoom=1 means 1 PDF point = 1 CSS
pixel. Now calculates zoom to fill the container width on load.
Fit-to-width button does the same recalculation.
pdfjs v5 checks GlobalWorkerOptions.workerSrc before reading
document options like disableWorker. Set it to satisfy the
init check even though the worker is disabled per-document.
The web worker runs in a blob: URL context where /pdfjs/ WASM
paths don't resolve, causing JPEG 2000 images to decode at
degraded quality. Disable worker so all decoding runs on the
main thread where static assets are reachable.
Also bumped render scale from 2x to 3x for near-print quality.
First page was black because renderPage() ran while isLoading was
still true, so the canvas wasn't in the DOM yet. Fixed by setting
isLoading=false and awaiting tick() before rendering.
Increased render quality from 1.5x to 2x DPR multiplier for
sharper booklet pages.
PDF booklets use JPEG 2000 images which require OpenJPEG WASM.
Copy pdfjs-dist WASM files to static/pdfjs/ so they are served
at a known URL, and set wasmUrl parameter on getDocument().
PDF loading was failing because pdfjs-dist cannot fetch from
static.qobuz.com due to CORS restrictions in the WebView.
Added v2_fetch_url_bytes command that fetches URL bytes through
Rust's reqwest (no CORS), then passes the binary data to pdfjs.
Also added rotation support (R key or toolbar button) for
vertical booklets.
Modal PDF viewer for album booklets with page navigation,
zoom controls, and keyboard shortcuts. Uses pdfjs-dist to
render PDF pages from URL in canvas.
All animations default to 60fps. Each panel reads its own setting
from userStorage via shared fpsConfig utility. Settings UI shows
a collapsed section with per-panel dropdowns:
- Background Blur, Spectrum, X/Y (Lissajous), Oscilloscope,
Energy Bands, Transient Pulse, Album Reactive, Spectral Ribbon
Options: Disabled, 15, 30, 60, 120 FPS
i18n keys added to all 4 locales (en, es, de, fr)
Remove unnecessary get() wrapper from svelte/store when calling the
i18n translate function. Direct $t() works correctly in regular
functions (only $derived is problematic per ADR-001). Removes unused
get import from GenreFilterButton, FavoritesView, PlaylistDetailView,
PurchaseAlbumDetailView, PurchasesView, and SettingsView.
Mirror the album cover context menu options: right-clicking the artist
photo now shows Open in Browser and Save As below the existing
custom image options, separated by a divider.
Detect maximized state via Tauri window API. When the window is not
maximized (floating), apply 8px border-radius and a soft box-shadow.
Body/html backgrounds set to transparent so corners show through
the Tauri transparent window.
Remove isFavoriteOverride={true} that forced all hearts filled,
preventing the toggle from having any visible effect. Subscribe to
favoritesStore so unfavorited tracks animate out (slide+fade) and
are removed from the list after 300ms without requiring a refresh.