/* * Copyright (C) 2013 Canonical, Ltd. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 3. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ import QtQuick 2.0 import Ubuntu.Components 0.1 Item { id: root property string iconName property int count: -1 property int progress: -1 property bool highlighted: false property bool itemFocused: false property real maxAngle: 0 property bool inverted: false readonly property int effectiveHeight: Math.cos(angle * Math.PI / 180) * itemHeight readonly property real foldedHeight: Math.cos(maxAngle * Math.PI / 180) * itemHeight property int itemWidth property int itemHeight // The angle used for rotating property real angle: 0 // This is the offset that keeps the items inside the panel property real offset: 0 property real itemOpacity: 1 property real brightness: 0 onIconNameChanged: shaderEffectSource.scheduleUpdate(); onCountChanged: shaderEffectSource.scheduleUpdate(); onProgressChanged: shaderEffectSource.scheduleUpdate(); onHighlightedChanged: shaderEffectSource.scheduleUpdate(); onItemFocusedChanged: shaderEffectSource.scheduleUpdate(); Item { id: iconItem width: parent.itemWidth + units.gu(1) height: parent.itemHeight + units.gu(1) anchors.centerIn: parent UbuntuShape { id: iconShape anchors.fill: parent anchors.margins: units.gu(1) radius: "medium" borderSource: "none" image: Image { id: iconImage sourceSize.width: iconShape.width sourceSize.height: iconShape.height source: root.iconName } } BorderImage { id: overlayHighlight anchors.centerIn: iconItem rotation: inverted ? 180 : 0 source: root.highlighted ? "graphics/selected.sci" : "graphics/non-selected.sci" width: root.itemWidth + units.gu(0.5) height: root.itemHeight + units.gu(0.5) } BorderImage { objectName: "countEmblem" anchors { right: parent.right top: parent.top margins: units.dp(3) } width: Math.min(root.itemWidth, Math.max(units.gu(3), countLabel.implicitWidth + units.gu(2.5))) height: units.gu(3) source: "graphics/notification.sci" visible: root.count > 0 Label { id: countLabel text: root.count anchors.centerIn: parent width: root.itemWidth - units.gu(1) horizontalAlignment: Text.AlignHCenter elide: Text.ElideRight color: "white" fontSize: "small" font.bold: true } } BorderImage { id: progressOverlay objectName: "progressOverlay" anchors { left: iconItem.left right: iconItem.right bottom: iconItem.bottom leftMargin: units.gu(1) rightMargin: units.gu(1) bottomMargin: units.gu(1) } height: units.gu(1.5) visible: root.progress > -1 source: "graphics/progressbar-trough.sci" // For fill calculation we need to remove the 2 units of border defined in .sci file property int adjustedWidth: width - units.gu(2) Item { anchors { left: parent.left top: parent.top bottom: parent.bottom } width: Math.min(100, root.progress) / 100 * parent.adjustedWidth + units.gu(1) clip: true BorderImage { anchors { left: parent.left top: parent.top bottom: parent.bottom } width: progressOverlay.width source: "graphics/progressbar-fill.sci" } } } Image { objectName: "focusedHighlight" anchors { right: parent.right verticalCenter: parent.verticalCenter } visible: root.itemFocused source: "graphics/focused_app_arrow.png" } } ShaderEffect { id: transformEffect anchors.centerIn: parent anchors.verticalCenterOffset: root.offset width: iconItem.width height: iconItem.height property real itemOpacity: root.itemOpacity property real brightness: Math.max(-1, root.brightness) property real angle: root.angle rotation: root.inverted ? 180 : 0 property variant source: ShaderEffectSource { id: shaderEffectSource sourceItem: iconItem hideSource: true live: false } transform: [ // Rotating 3 times at top/bottom because that increases the perspective. // This is a hack, but as QML does not support real 3D coordinates // getting a higher perspective can only be done by a hack. This is the most // readable/understandable one I could come up with. Rotation { axis { x: 1; y: 0; z: 0 } origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 } angle: root.angle * 0.7 }, Rotation { axis { x: 1; y: 0; z: 0 } origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 } angle: root.angle * 0.7 }, Rotation { axis { x: 1; y: 0; z: 0 } origin { x: iconItem.width / 2; y: angle > 0 ? 0 : iconItem.height; z: 0 } angle: root.angle * 0.7 }, // Because rotating it 3 times moves it more to the front/back, i.e. it gets // bigger/smaller and we need a scale to compensate that again. Scale { xScale: 1 - (Math.abs(angle) / 500) yScale: 1 - (Math.abs(angle) / 500) origin { x: iconItem.width / 2; y: iconItem.height / 2} } ] // Using a fragment shader instead of QML's opacity and BrightnessContrast // to be able to do both in one step which gives quite some better performance fragmentShader: " varying highp vec2 qt_TexCoord0; uniform sampler2D source; uniform lowp float brightness; uniform lowp float itemOpacity; void main(void) { highp vec4 sourceColor = texture2D(source, qt_TexCoord0); sourceColor.rgb = mix(sourceColor.rgb, vec3(step(0.0, brightness)), abs(brightness)); sourceColor *= itemOpacity; gl_FragColor = sourceColor; }" } }