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unity8/qml/Launcher/LauncherDelegate.qml
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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 */
17import QtQuick 2.4
18import Ubuntu.Components 1.3
20Item {
21 id: root
23 property int itemIndex: 0
24 property string iconName
25 property int count: 0
26 property bool countVisible: false
27 property int progress: -1
28 property bool itemRunning: false
29 property bool itemFocused: false
30 property real maxAngle: 0
31 property bool inverted: false
32 property bool alerting: false
33 property bool highlighted: false
34 property bool shortcutHintShown: false
36 readonly property int effectiveHeight: Math.cos(angle * Math.PI / 180) * itemHeight
37 readonly property real foldedHeight: Math.cos(maxAngle * Math.PI / 180) * itemHeight
38 readonly property alias wiggling: wiggleAnim.running
40 property int itemWidth
41 property int itemHeight
42 // The angle used for rotating
43 property real angle: 0
44 // This is the offset that keeps the items inside the panel
45 property real offset: 0
46 property real itemOpacity: 1
47 property real brightness: 0
48 property double maxWiggleAngle: 5.0
50 QtObject {
51 id: priv
53 readonly property int wiggleDuration: UbuntuAnimation.SnapDuration
54 property real wiggleAngle: 0
55 }
57 SequentialAnimation {
58 id: wiggleAnim
60 running: alerting
61 loops: 1
62 alwaysRunToEnd: true
64 NumberAnimation {
65 target: priv
66 property: "wiggleAngle"
67 from: 0
68 to: maxWiggleAngle
69 duration: priv.wiggleDuration
70 easing.type: Easing.InQuad
71 }
73 NumberAnimation {
74 target: priv
75 property: "wiggleAngle"
76 from: maxWiggleAngle
77 to: -maxWiggleAngle
78 duration: priv.wiggleDuration
79 easing.type: Easing.InOutQuad
80 }
82 NumberAnimation {
83 target: priv
84 property: "wiggleAngle"
85 from: -maxWiggleAngle
86 to: maxWiggleAngle
87 duration: priv.wiggleDuration
88 easing.type: Easing.InOutQuad
89 }
91 NumberAnimation {
92 target: priv
93 property: "wiggleAngle"
94 from: maxWiggleAngle
95 to: -maxWiggleAngle
96 duration: priv.wiggleDuration
97 easing.type: Easing.InOutQuad
98 }
100 NumberAnimation {
101 target: priv
102 property: "wiggleAngle"
103 from: -maxWiggleAngle
104 to: maxWiggleAngle
105 duration: priv.wiggleDuration
106 easing.type: Easing.InOutQuad
107 }
109 NumberAnimation {
110 target: priv
111 property: "wiggleAngle"
112 from: maxWiggleAngle
113 to: 0
114 duration: priv.wiggleDuration
115 easing.type: Easing.OutQuad
116 }
118 UbuntuNumberAnimation {
119 target: root
120 property: "alerting"
121 to: 0
122 }
123 }
125 Item {
126 id: iconItem
127 width: root.width
128 height: parent.itemHeight + units.gu(1)
129 anchors.centerIn: parent
131 Image {
132 objectName: "focusRing"
133 anchors.centerIn: iconShape
134 height: width * 15 / 16
135 width: iconShape.width + units.gu(1)
136 source: "graphics/launcher-app-focus-ring.svg"
137 sourceSize.width: width
138 sourceSize.height: height
139 visible: root.highlighted
140 }
142 ProportionalShape {
143 id: iconShape
144 anchors.centerIn: parent
145 width: root.itemWidth
146 aspect: UbuntuShape.DropShadow
147 source: Image {
148 id: iconImage
149 sourceSize.width: iconShape.width
150 sourceSize.height: iconShape.height
151 source: root.iconName
152 cache: false // see lpbug#1543290 why no cache
153 }
154 }
156 UbuntuShape {
157 id: countEmblem
158 objectName: "countEmblem"
159 anchors {
160 right: parent.right
161 bottom: parent.bottom
162 rightMargin: (iconItem.width - root.itemWidth) / 2 - units.dp(2)
163 margins: units.dp(5)
164 }
165 width: Math.min(root.itemWidth, Math.max(units.gu(2), countLabel.implicitWidth + units.gu(1)))
166 height: units.gu(2)
167 backgroundColor: theme.palette.normal.positive
168 visible: root.countVisible
169 aspect: UbuntuShape.Flat
171 Label {
172 id: countLabel
173 objectName: "countLabel"
174 text: root.count
175 anchors.centerIn: parent
176 width: root.itemWidth - units.gu(1)
177 horizontalAlignment: Text.AlignHCenter
178 elide: Text.ElideRight
179 color: "white"
180 fontSize: "x-small"
181 }
182 }
184 UbuntuShape {
185 id: progressOverlay
186 objectName: "progressOverlay"
188 anchors.centerIn: parent
189 width: root.itemWidth * .8
190 height: units.dp(3)
191 visible: root.progress > -1
192 backgroundColor: "white"
193 borderSource: "none"
195 Item {
196 anchors {
197 left: parent.left
198 top: parent.top
199 bottom: parent.bottom
200 }
201 width: Math.min(100, root.progress) / 100 * parent.width
202 clip: true
204 UbuntuShape {
205 anchors {
206 left: parent.left
207 top: parent.top
208 bottom: parent.bottom
209 }
210 backgroundColor: theme.palette.normal.activity
211 borderSource: "none"
212 width: progressOverlay.width
213 }
214 }
215 }
217 Column {
218 anchors {
219 left: parent.left
220 verticalCenter: parent.verticalCenter
221 }
222 spacing: units.gu(.5)
223 Repeater {
224 model: 1 // TODO: This should be "Math.min(3, app.surfaceCount)" once we have multiple surfaces
225 Rectangle {
226 objectName: "runningHighlight" + index
227 width: units.gu(0.25)
228 height: units.gu(.5)
229 color: "white"
230 visible: root.itemRunning
231 }
232 }
233 }
235 Rectangle {
236 objectName: "focusedHighlight"
237 anchors {
238 right: parent.right
239 verticalCenter: parent.verticalCenter
240 }
241 width: units.gu(0.25)
242 height: units.gu(.5)
243 color: "white"
244 visible: root.itemFocused
245 }
247 UbuntuShape {
248 objectName: "shortcutHint"
249 anchors.centerIn: parent
250 width: units.gu(2.5)
251 height: width
252 backgroundColor: "#F2111111"
253 visible: root.shortcutHintShown
254 aspect: UbuntuShape.Flat
255 Label {
256 anchors.centerIn: parent
257 text: (itemIndex + 1) % 10
258 color: "white"
259 font.weight: Font.Light
260 }
261 }
262 }
264 ShaderEffect {
265 id: transformEffect
266 anchors.centerIn: parent
267 anchors.verticalCenterOffset: root.offset
268 width: iconItem.width
269 height: iconItem.height
270 property real itemOpacity: root.itemOpacity
271 property real brightness: Math.max(-1, root.brightness)
272 property real angle: root.angle
273 rotation: root.inverted ? 180 : 0
275 property variant source: ShaderEffectSource {
276 id: shaderEffectSource
277 sourceItem: iconItem
278 hideSource: true
279 }
281 transform: [
282 // The rotation about the icon's center/z-axis for the wiggle
283 // needs to happen here too, because there's no other way to
284 // align the wiggle with the icon-folding otherwise
285 Rotation {
286 axis { x: 0; y: 0; z: 1 }
287 origin { x: iconItem.width / 2; y: iconItem.height / 2; z: 0 }
288 angle: priv.wiggleAngle
289 },
290 // Rotating 3 times at top/bottom because that increases the perspective.
291 // This is a hack, but as QML does not support real 3D coordinates
292 // getting a higher perspective can only be done by a hack. This is the most
293 // readable/understandable one I could come up with.
294 Rotation {
295 axis { x: 1; y: 0; z: 0 }
296 origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
297 angle: root.angle * 0.7
298 },
299 Rotation {
300 axis { x: 1; y: 0; z: 0 }
301 origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
302 angle: root.angle * 0.7
303 },
304 Rotation {
305 axis { x: 1; y: 0; z: 0 }
306 origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 }
307 angle: root.angle * 0.7
308 },
309 // Because rotating it 3 times moves it more to the front/back, i.e. it gets
310 // bigger/smaller and we need a scale to compensate that again.
311 Scale {
312 xScale: 1 - (Math.abs(angle) / 500)
313 yScale: 1 - (Math.abs(angle) / 500)
314 origin { x: iconItem.width / 2; y: iconItem.height / 2}
315 }
316 ]
318 // Using a fragment shader instead of QML's opacity and BrightnessContrast
319 // to be able to do both in one step which gives quite some better performance
320 fragmentShader: "
321 varying highp vec2 qt_TexCoord0;
322 uniform sampler2D source;
323 uniform lowp float brightness;
324 uniform lowp float itemOpacity;
325 void main(void)
326 {
327 highp vec4 sourceColor = texture2D(source, qt_TexCoord0);
328 sourceColor.rgb = mix(sourceColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
329 sourceColor *= itemOpacity;
330 gl_FragColor = sourceColor;
331 }"
332 }