Unity 8
 All Classes Functions
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 itemFocused: false
27  property real maxAngle: 0
28  property bool inverted: false
29  property bool clipCorner: 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  Item {
44  id: iconItem
45  width: parent.itemWidth + units.gu(1)
46  height: parent.itemHeight + units.gu(1)
47  anchors.centerIn: parent
48 
49  UbuntuShape {
50  id: iconShape
51  anchors.fill: parent
52  anchors.margins: units.gu(1)
53  radius: "medium"
54  borderSource: "none"
55 
56  image: Image {
57  id: iconImage
58  sourceSize.width: iconShape.width
59  sourceSize.height: iconShape.height
60  fillMode: Image.PreserveAspectCrop
61  source: root.iconName
62  }
63  }
64 
65  BorderImage {
66  id: itemGlow
67  anchors.centerIn: iconItem
68  source: "graphics/icon-top-highlight.png"
69  width: root.itemWidth - units.gu(1)
70  height: root.itemHeight - units.gu(1)
71  }
72 
73  UbuntuShape {
74  objectName: "countEmblem"
75  anchors {
76  right: parent.right
77  top: parent.top
78  margins: units.dp(3)
79  }
80  width: Math.min(root.itemWidth, Math.max(units.gu(2), countLabel.implicitWidth + units.gu(1)))
81  height: units.gu(2)
82  color: UbuntuColors.orange
83  visible: root.count > 0
84  borderSource: "none"
85 
86  Label {
87  id: countLabel
88  text: root.count
89  anchors.centerIn: parent
90  // FIXME: verticalCenter seems to be off wee bit and QML doesn't have a centerLine
91  // property for Text: https://bugreports.qt-project.org/browse/QTBUG-40479
92  anchors.verticalCenterOffset: -units.dp(.5)
93  width: root.itemWidth - units.gu(1)
94  horizontalAlignment: Text.AlignHCenter
95  elide: Text.ElideRight
96  color: "white"
97  fontSize: "x-small"
98  }
99  }
100 
101  BorderImage {
102  id: progressOverlay
103  objectName: "progressOverlay"
104  anchors {
105  left: iconItem.left
106  right: iconItem.right
107  bottom: iconItem.bottom
108  leftMargin: units.gu(1)
109  rightMargin: units.gu(1)
110  bottomMargin: units.gu(1)
111  }
112  height: units.gu(1.5)
113  visible: root.progress > -1
114  source: "graphics/progressbar-trough.sci"
115 
116  // For fill calculation we need to remove the 2 units of border defined in .sci file
117  property int adjustedWidth: width - units.gu(2)
118 
119  Item {
120  anchors {
121  left: parent.left
122  top: parent.top
123  bottom: parent.bottom
124  }
125  width: Math.min(100, root.progress) / 100 * parent.adjustedWidth + units.gu(1)
126  clip: true
127 
128  BorderImage {
129  anchors {
130  left: parent.left
131  top: parent.top
132  bottom: parent.bottom
133  }
134  width: progressOverlay.width
135  source: "graphics/progressbar-fill.sci"
136  }
137  }
138  }
139  Image {
140  objectName: "focusedHighlight"
141  anchors {
142  right: parent.right
143  verticalCenter: parent.verticalCenter
144  }
145  visible: root.itemFocused
146  source: "graphics/focused_app_arrow.png"
147  }
148  }
149 
150  Item {
151  id: clipper
152  anchors.centerIn: parent
153  width: iconItem.width
154  height: iconItem.height
155  Rectangle {
156  anchors {
157  fill: parent
158  topMargin: -units.gu(2)
159  leftMargin: -units.gu(2)
160  rightMargin: -units.gu(2)
161  bottomMargin: units.gu(1.2)
162  }
163  color: "red"
164  rotation: root.rotation + 45
165  }
166  }
167 
168  ShaderEffect {
169  id: transformEffect
170  anchors.centerIn: parent
171  anchors.verticalCenterOffset: root.offset
172  width: iconItem.width
173  height: iconItem.height
174  property real itemOpacity: root.itemOpacity
175  property real brightness: Math.max(-1, root.brightness)
176  property real angle: root.angle
177  property bool clipCorner: root.clipCorner
178  rotation: root.inverted ? 180 : 0
179 
180  property variant source: ShaderEffectSource {
181  id: shaderEffectSource
182  sourceItem: iconItem
183  hideSource: true
184  }
185 
186  property var mask: ShaderEffectSource {
187  sourceItem: clipper
188  hideSource: true
189  }
190 
191  transform: [
192  // Rotating 3 times at top/bottom because that increases the perspective.
193  // This is a hack, but as QML does not support real 3D coordinates
194  // getting a higher perspective can only be done by a hack. This is the most
195  // readable/understandable one I could come up with.
196  Rotation {
197  axis { x: 1; y: 0; z: 0 }
198  origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
199  angle: root.angle * 0.7
200  },
201  Rotation {
202  axis { x: 1; y: 0; z: 0 }
203  origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
204  angle: root.angle * 0.7
205  },
206  Rotation {
207  axis { x: 1; y: 0; z: 0 }
208  origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
209  angle: root.angle * 0.7
210  },
211  // Because rotating it 3 times moves it more to the front/back, i.e. it gets
212  // bigger/smaller and we need a scale to compensate that again.
213  Scale {
214  xScale: 1 - (Math.abs(angle) / 500)
215  yScale: 1 - (Math.abs(angle) / 500)
216  origin { x: iconItem.width / 2; y: iconItem.height / 2}
217  }
218  ]
219 
220  // Using a fragment shader instead of QML's opacity and BrightnessContrast
221  // to be able to do both in one step which gives quite some better performance
222  fragmentShader: "
223  varying highp vec2 qt_TexCoord0;
224  uniform sampler2D source;
225  uniform sampler2D mask;
226  uniform lowp float brightness;
227  uniform lowp float itemOpacity;
228  uniform bool clipCorner;
229  void main(void)
230  {
231  highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
232  highp vec4 maskColor = texture2D(mask, qt_TexCoord0);
233  sourceColor.rgb = mix(sourceColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
234  sourceColor *= itemOpacity;
235  if (clipCorner) {
236  sourceColor *= maskColor.a;
237  }
238  gl_FragColor = sourceColor;
239  }"
240  }
241 }