Unity 8
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LauncherDelegate.qml
1 /*
2  * Copyright (C) 2013 Canonical, Ltd.
3  *
4  * This program is free software; you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation; version 3.
7  *
8  * This program is distributed in the hope that it will be useful,
9  * but WITHOUT ANY WARRANTY; without even the implied warranty of
10  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11  * GNU General Public License for more details.
12  *
13  * You should have received a copy of the GNU General Public License
14  * along with this program. If not, see <http://www.gnu.org/licenses/>.
15  */
16 
17 import QtQuick 2.0
18 import Ubuntu.Components 0.1
19 
20 Item {
21  id: root
22 
23  property string iconName
24  property int count: -1
25  property int progress: -1
26  property bool highlighted: false
27  property bool itemFocused: false
28  property real maxAngle: 0
29  property bool inverted: false
30 
31  readonly property int effectiveHeight: Math.cos(angle * Math.PI / 180) * itemHeight
32  readonly property real foldedHeight: Math.cos(maxAngle * Math.PI / 180) * itemHeight
33 
34  property int itemWidth
35  property int itemHeight
36  // The angle used for rotating
37  property real angle: 0
38  // This is the offset that keeps the items inside the panel
39  property real offset: 0
40  property real itemOpacity: 1
41  property real brightness: 0
42 
43  onIconNameChanged: shaderEffectSource.scheduleUpdate();
44  onCountChanged: shaderEffectSource.scheduleUpdate();
45  onProgressChanged: shaderEffectSource.scheduleUpdate();
46  onHighlightedChanged: shaderEffectSource.scheduleUpdate();
47  onItemFocusedChanged: shaderEffectSource.scheduleUpdate();
48 
49  Item {
50  id: iconItem
51  width: parent.itemWidth + units.gu(1)
52  height: parent.itemHeight + units.gu(1)
53  anchors.centerIn: parent
54 
55  UbuntuShape {
56  id: iconShape
57  anchors.fill: parent
58  anchors.margins: units.gu(1)
59  radius: "medium"
60  borderSource: "none"
61 
62  image: Image {
63  id: iconImage
64  sourceSize.width: iconShape.width
65  sourceSize.height: iconShape.height
66  source: root.iconName
67  }
68  }
69 
70  BorderImage {
71  id: overlayHighlight
72  anchors.centerIn: iconItem
73  rotation: inverted ? 180 : 0
74  source: root.highlighted ? "graphics/selected.sci" : "graphics/non-selected.sci"
75  width: root.itemWidth + units.gu(0.5)
76  height: root.itemHeight + units.gu(0.5)
77  }
78 
79  BorderImage {
80  objectName: "countEmblem"
81  anchors {
82  right: parent.right
83  top: parent.top
84  margins: units.dp(3)
85  }
86  width: Math.min(root.itemWidth, Math.max(units.gu(3), countLabel.implicitWidth + units.gu(2.5)))
87  height: units.gu(3)
88  source: "graphics/notification.sci"
89  visible: root.count > 0
90 
91  Label {
92  id: countLabel
93  text: root.count
94  anchors.centerIn: parent
95  width: root.itemWidth - units.gu(1)
96  horizontalAlignment: Text.AlignHCenter
97  elide: Text.ElideRight
98  color: "white"
99  fontSize: "small"
100  font.bold: true
101  }
102  }
103 
104  BorderImage {
105  id: progressOverlay
106  objectName: "progressOverlay"
107  anchors {
108  left: iconItem.left
109  right: iconItem.right
110  bottom: iconItem.bottom
111  leftMargin: units.gu(1)
112  rightMargin: units.gu(1)
113  bottomMargin: units.gu(1)
114  }
115  height: units.gu(1.5)
116  visible: root.progress > -1
117  source: "graphics/progressbar-trough.sci"
118 
119  // For fill calculation we need to remove the 2 units of border defined in .sci file
120  property int adjustedWidth: width - units.gu(2)
121 
122  Item {
123  anchors {
124  left: parent.left
125  top: parent.top
126  bottom: parent.bottom
127  }
128  width: Math.min(100, root.progress) / 100 * parent.adjustedWidth + units.gu(1)
129  clip: true
130 
131  BorderImage {
132  anchors {
133  left: parent.left
134  top: parent.top
135  bottom: parent.bottom
136  }
137  width: progressOverlay.width
138  source: "graphics/progressbar-fill.sci"
139  }
140  }
141  }
142  Image {
143  objectName: "focusedHighlight"
144  anchors {
145  right: parent.right
146  verticalCenter: parent.verticalCenter
147  }
148  visible: root.itemFocused
149  source: "graphics/focused_app_arrow.png"
150  }
151  }
152 
153  ShaderEffect {
154  id: transformEffect
155  anchors.centerIn: parent
156  anchors.verticalCenterOffset: root.offset
157  width: iconItem.width
158  height: iconItem.height
159  property real itemOpacity: root.itemOpacity
160  property real brightness: Math.max(-1, root.brightness)
161  property real angle: root.angle
162  rotation: root.inverted ? 180 : 0
163 
164  property variant source: ShaderEffectSource {
165  id: shaderEffectSource
166  sourceItem: iconItem
167  hideSource: true
168  live: false
169  }
170 
171  transform: [
172  // Rotating 3 times at top/bottom because that increases the perspective.
173  // This is a hack, but as QML does not support real 3D coordinates
174  // getting a higher perspective can only be done by a hack. This is the most
175  // readable/understandable one I could come up with.
176  Rotation {
177  axis { x: 1; y: 0; z: 0 }
178  origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
179  angle: root.angle * 0.7
180  },
181  Rotation {
182  axis { x: 1; y: 0; z: 0 }
183  origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
184  angle: root.angle * 0.7
185  },
186  Rotation {
187  axis { x: 1; y: 0; z: 0 }
188  origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
189  angle: root.angle * 0.7
190  },
191  // Because rotating it 3 times moves it more to the front/back, i.e. it gets
192  // bigger/smaller and we need a scale to compensate that again.
193  Scale {
194  xScale: 1 - (Math.abs(angle) / 500)
195  yScale: 1 - (Math.abs(angle) / 500)
196  origin { x: iconItem.width / 2; y: iconItem.height / 2}
197  }
198  ]
199 
200  // Using a fragment shader instead of QML's opacity and BrightnessContrast
201  // to be able to do both in one step which gives quite some better performance
202  fragmentShader: "
203  varying highp vec2 qt_TexCoord0;
204  uniform sampler2D source;
205  uniform lowp float brightness;
206  uniform lowp float itemOpacity;
207  void main(void)
208  {
209  highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
210  sourceColor.rgb = mix(sourceColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
211  sourceColor *= itemOpacity;
212  gl_FragColor = sourceColor;
213  }"
214  }
215 }