240 lines
7.9 KiB
QML
240 lines
7.9 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Quick Controls 2 module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL3$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPLv3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or later as published by the Free
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** Software Foundation and appearing in the file LICENSE.GPL included in
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** the packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 2.0 requirements will be
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** met: http://www.gnu.org/licenses/gpl-2.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.12
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/*
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A cross-graphics API implementation of QtGraphicalEffects' RectangularGlow.
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*/
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Item {
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id: rootItem
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/*
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This property defines how many pixels outside the item area are reached
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by the glow.
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The value ranges from 0.0 (no glow) to inf (infinite glow). By default,
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the property is set to \c 0.0.
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\table
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\header
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\li Output examples with different glowRadius values
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\li
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\li
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\row
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\li \image RectangularGlow_glowRadius1.png
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\li \image RectangularGlow_glowRadius2.png
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\li \image RectangularGlow_glowRadius3.png
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\row
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\li \b { glowRadius: 10 }
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\li \b { glowRadius: 20 }
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\li \b { glowRadius: 40 }
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\row
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\li \l spread: 0
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\li \l spread: 0
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\li \l spread: 0
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\row
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\li \l color: #ffffff
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\li \l color: #ffffff
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\li \l color: #ffffff
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\row
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\endtable
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*/
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property real glowRadius: 0.0
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/*
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This property defines how large part of the glow color is strenghtened
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near the source edges.
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The value ranges from 0.0 (no strenght increase) to 1.0 (maximum
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strenght increase). By default, the property is set to \c 0.0.
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\table
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\header
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\li Output examples with different spread values
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\li
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\li
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\row
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\li \image RectangularGlow_spread1.png
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\li \image RectangularGlow_spread2.png
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\li \image RectangularGlow_spread3.png
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\row
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\li \b { spread: 0.0 }
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\li \b { spread: 0.5 }
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\li \b { spread: 1.0 }
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\row
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\row
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\li \l color: #ffffff
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\li \l color: #ffffff
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\li \l color: #ffffff
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\row
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\endtable
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*/
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property real spread: 0.0
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/*
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This property defines the RGBA color value which is used for the glow.
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By default, the property is set to \c "white".
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\table
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\header
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\li Output examples with different color values
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\li
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\li
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\row
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\li \image RectangularGlow_color1.png
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\li \image RectangularGlow_color2.png
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\li \image RectangularGlow_color3.png
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\row
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\li \b { color: #ffffff }
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\li \b { color: #55ff55 }
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\li \b { color: #5555ff }
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\row
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\row
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\li \l spread: 0
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\li \l spread: 0
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\li \l spread: 0
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\row
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\li \l cornerRadius: 25
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\endtable
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*/
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property color color: "white"
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/*
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This property defines the corner radius that is used to draw a glow with
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rounded corners.
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The value ranges from 0.0 to half of the effective width or height of
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the glow, whichever is smaller. This can be calculated with: \c{
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min(width, height) / 2.0 + glowRadius}
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By default, the property is bound to glowRadius property. The glow
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behaves as if the rectangle was blurred when adjusting the glowRadius
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property.
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\table
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\header
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\li Output examples with different cornerRadius values
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\li
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\li
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\row
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\li \image RectangularGlow_cornerRadius1.png
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\li \image RectangularGlow_cornerRadius2.png
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\li \image RectangularGlow_cornerRadius3.png
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\row
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\li \b { cornerRadius: 0 }
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\li \b { cornerRadius: 25 }
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\li \b { cornerRadius: 50 }
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\row
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\li \l glowRadius: 20
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\row
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\li \l spread: 0
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\li \l spread: 0
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\li \l spread: 0
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\row
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\li \l color: #ffffff
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\li \l color: #ffffff
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\li \l color: #ffffff
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\endtable
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*/
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property real cornerRadius: glowRadius
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/*
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This property allows the effect output pixels to be cached in order to
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improve the rendering performance.
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Every time the source or effect properties are changed, the pixels in
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the cache must be updated. Memory consumption is increased, because an
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extra buffer of memory is required for storing the effect output.
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It is recommended to disable the cache when the source or the effect
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properties are animated.
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By default, the property is set to \c false.
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*/
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property bool cached: false
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: shaderItem
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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x: (parent.width - width) / 2.0
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y: (parent.height - height) / 2.0
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width: parent.width + rootItem.glowRadius * 2 + cornerRadius * 2
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height: parent.height + rootItem.glowRadius * 2 + cornerRadius * 2
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function clampedCornerRadius() {
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var maxCornerRadius = Math.min(rootItem.width, rootItem.height) / 2 + glowRadius;
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return Math.max(0, Math.min(rootItem.cornerRadius, maxCornerRadius))
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}
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property color color: rootItem.color
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property real inverseSpread: 1.0 - rootItem.spread
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property real relativeSizeX: ((inverseSpread * inverseSpread) * rootItem.glowRadius + cornerRadius * 2.0) / width
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property real relativeSizeY: relativeSizeX * (width / height)
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property real spread: rootItem.spread / 2.0
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property real cornerRadius: clampedCornerRadius()
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fragmentShader: "qrc:/qt-project.org/imports/QtQuick/Controls.2/Material/shaders/RectangularGlow.frag"
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}
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}
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