import QtQuick 2.0 Item { id: root property string name property bool isSelected: listView.currentIndex === index width: parent ? parent.width : imageItem.width height: imageItem.height z: isSelected ? 1000 : -index rotation: isSelected ? 0 : -15 scale: isSelected ? mainView.height/540 : mainView.height/1080 opacity: 1.0 - Math.abs((listView.currentIndex - index) * 0.25) Behavior on rotation { NumberAnimation { duration: 500; easing.type: Easing.OutBack } } Behavior on scale { NumberAnimation { duration: 1500; easing.type: Easing.OutElastic } } Behavior on opacity { NumberAnimation { duration: 200; easing.type: Easing.OutQuad } } MouseArea { anchors.fill: parent onClicked: { if (isSelected) { detailsView.image = model.image detailsView.name = model.name detailsView.year = model.year detailsView.director = model.director detailsView.cast = model.cast detailsView.rating = model.rating detailsView.overview = model.overview detailsView.show(); } else { listView.currentIndex = index; if (settings.showShootingStarParticles) shootingStarBurst.burst(50); } } } Image { id: imageItem anchors.horizontalCenter: parent.horizontalCenter source: "images/" + model.image visible: !settings.showLighting } ShaderEffectSource { id: s1 sourceItem: imageItem hideSource: settings.showLighting visible: settings.showLighting } ShaderEffect { anchors.fill: imageItem property variant src: s1 property variant srcNmap: coverNmapSource property real widthPortition: mainView.width/imageItem.width property real heightPortition: mainView.height/imageItem.height property real widthNorm: widthPortition * 0.5 - 0.5 property real heightNorm: root.y/imageItem.height - listView.contentY / imageItem.height property real lightPosX: listView.globalLightPosX * widthPortition - widthNorm property real lightPosY: listView.globalLightPosY * heightPortition - heightNorm visible: settings.showLighting fragmentShader: " uniform sampler2D src; uniform sampler2D srcNmap; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; uniform highp float lightPosX; uniform highp float lightPosY; void main() { highp vec4 pix = texture2D(src, qt_TexCoord0.st); highp vec4 pix2 = texture2D(srcNmap, qt_TexCoord0.st); highp vec3 normal = normalize(pix2.rgb * 2.0 - 1.0); highp vec3 light_pos = normalize(vec3(qt_TexCoord0.x - lightPosX, qt_TexCoord0.y - lightPosY, 0.8 )); highp float diffuse = max(dot(normal, light_pos), 0.2); // boost a bit diffuse *= 2.5; highp vec3 color = diffuse * pix.rgb; gl_FragColor = vec4(color, pix.a) * qt_Opacity; } " } }