2 * Copyright (C) 2013 Canonical, Ltd.
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.
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.
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/>.
18import Ubuntu.Components 0.1
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
31 readonly property int effectiveHeight: Math.cos(angle * Math.PI / 180) * itemHeight
32 readonly property real foldedHeight: Math.cos(maxAngle * Math.PI / 180) * itemHeight
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
43 onIconNameChanged: shaderEffectSource.scheduleUpdate();
44 onCountChanged: shaderEffectSource.scheduleUpdate();
45 onProgressChanged: shaderEffectSource.scheduleUpdate();
46 onHighlightedChanged: shaderEffectSource.scheduleUpdate();
47 onItemFocusedChanged: shaderEffectSource.scheduleUpdate();
51 width: parent.itemWidth + units.gu(1)
52 height: parent.itemHeight + units.gu(1)
53 anchors.centerIn: parent
58 anchors.margins: units.gu(1)
64 sourceSize.width: iconShape.width
65 sourceSize.height: iconShape.height
66 fillMode: Image.PreserveAspectCrop
73 anchors.centerIn: iconItem
74 rotation: inverted ? 180 : 0
75 source: root.highlighted ? "graphics/selected.sci" : "graphics/non-selected.sci"
76 width: root.itemWidth + units.gu(0.5)
77 height: root.itemHeight + units.gu(0.5)
81 objectName: "countEmblem"
87 width: Math.min(root.itemWidth, Math.max(units.gu(3), countLabel.implicitWidth + units.gu(2.5)))
89 source: "graphics/notification.sci"
90 visible: root.count > 0
95 anchors.centerIn: parent
96 width: root.itemWidth - units.gu(1)
97 horizontalAlignment: Text.AlignHCenter
98 elide: Text.ElideRight
107 objectName: "progressOverlay"
110 right: iconItem.right
111 bottom: iconItem.bottom
112 leftMargin: units.gu(1)
113 rightMargin: units.gu(1)
114 bottomMargin: units.gu(1)
116 height: units.gu(1.5)
117 visible: root.progress > -1
118 source: "graphics/progressbar-trough.sci"
120 // For fill calculation we need to remove the 2 units of border defined in .sci file
121 property int adjustedWidth: width - units.gu(2)
127 bottom: parent.bottom
129 width: Math.min(100, root.progress) / 100 * parent.adjustedWidth + units.gu(1)
136 bottom: parent.bottom
138 width: progressOverlay.width
139 source: "graphics/progressbar-fill.sci"
144 objectName: "focusedHighlight"
147 verticalCenter: parent.verticalCenter
149 visible: root.itemFocused
150 source: "graphics/focused_app_arrow.png"
156 anchors.centerIn: parent
157 anchors.verticalCenterOffset: root.offset
158 width: iconItem.width
159 height: iconItem.height
160 property real itemOpacity: root.itemOpacity
161 property real brightness: Math.max(-1, root.brightness)
162 property real angle: root.angle
163 rotation: root.inverted ? 180 : 0
165 property variant source: ShaderEffectSource {
166 id: shaderEffectSource
173 // Rotating 3 times at top/bottom because that increases the perspective.
174 // This is a hack, but as QML does not support real 3D coordinates
175 // getting a higher perspective can only be done by a hack. This is the most
176 // readable/understandable one I could come up with.
178 axis { x: 1; y: 0; z: 0 }
179 origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
180 angle: root.angle * 0.7
183 axis { x: 1; y: 0; z: 0 }
184 origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
185 angle: root.angle * 0.7
188 axis { x: 1; y: 0; z: 0 }
189 origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
190 angle: root.angle * 0.7
192 // Because rotating it 3 times moves it more to the front/back, i.e. it gets
193 // bigger/smaller and we need a scale to compensate that again.
195 xScale: 1 - (Math.abs(angle) / 500)
196 yScale: 1 - (Math.abs(angle) / 500)
197 origin { x: iconItem.width / 2; y: iconItem.height / 2}
201 // Using a fragment shader instead of QML's opacity and BrightnessContrast
202 // to be able to do both in one step which gives quite some better performance
204 varying highp vec2 qt_TexCoord0;
205 uniform sampler2D source;
206 uniform lowp float brightness;
207 uniform lowp float itemOpacity;
210 highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
211 sourceColor.rgb = mix(sourceColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
212 sourceColor *= itemOpacity;
213 gl_FragColor = sourceColor;
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