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/****************************************************************************
**
** Copyright (C) 2014 Digia Plc
** All rights reserved.
** For any questions to Digia, please use contact form at http://www.qt.io
**
** This file is part of Qt Enterprise Embedded.
**
** Licensees holding valid Qt Enterprise licenses may use this file in
** accordance with the Qt Enterprise License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.
**
** If you have questions regarding the use of this file, please use
** contact form at http://www.qt.io
**
****************************************************************************/
import QtQuick 2.0
Item {
id: appIcon;
property real offset;
property real x1: (x - offset) / ListView.view.width * Math.PI;
property real x2: (x + width - offset) / ListView.view.width * Math.PI;
property real shift: Math.min(height, width) * 0.05
signal clicked;
Image {
id: preview;
source: icon
asynchronous: true
anchors.fill: parent
visible: false || !engine.glAvailable
}
ShaderEffect {
id: shader
visible: preview.status == Image.Ready
anchors.fill: parent
property variant source: preview
property real x1: appIcon.x1;
property real x2: appIcon.x2 - appIcon.x1;
property real shift: appIcon.shift;
property real selection: appIcon.ListView.isCurrentItem ? 1.1 + 0.3 * Math.sin(_t) : 1;
property real _t;
NumberAnimation on _t { from: 0; to: 2 * Math.PI; duration: 3000; loops: Animation.Infinite; running: appIcon.ListView.isCurrentItem && shader.visible }
mesh: "5x2"
blending: false
vertexShader:
"
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp float x1;
uniform highp float x2;
uniform highp float shift;
varying highp vec2 v_TexCoord;
void main() {
v_TexCoord = qt_MultiTexCoord0;
highp float modShift = shift * sin(x1 + qt_MultiTexCoord0.x * x2);
gl_Position = qt_Matrix * (qt_Vertex + vec4(0, mix(modShift, -modShift, qt_MultiTexCoord0.y), 0, 0));
}
"
fragmentShader:
"
uniform lowp float qt_Opacity;
uniform sampler2D source;
uniform lowp float selection;
varying highp vec2 v_TexCoord;
void main() {
gl_FragColor = vec4(texture2D(source, v_TexCoord).rgb * selection, 1.0) * qt_Opacity;
}
"
}
MouseArea {
id: mouse
anchors.fill: parent
onClicked: {
if (appIcon.ListView.isCurrentItem) {
engine.launchApplication(location, mainFile, name)
} else {
appIcon.clicked();
}
}
}
}
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