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Spinner.qml
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Spinner.qml
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/*
* Copyright (C) 2017 Florent Revest <revestflo@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as
* published by the Free Software Foundation, either version 2.1 of the
* License, or (at your option) any later version.
*
* 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 <http://www.gnu.org/licenses/>.
*/
import QtQuick 2.9
import org.asteroid.controls 1.0
/*!
\qmltype Spinner
\inqmlmodule AsteroidControls
\brief Simple spinner to select values from collection.
Here is a short that shows a \l Spinner containing three items
and using a \l SpinnerDelegate to display them.
\qml
import QtQuick 2.0
import org.controls.asteroid 1.0
Spinner {
id: rating
model: ["Larry", "Moe", "Curly"]
delegate: SpinnerDelegate{
text: rating.model[index]
MouseArea {
anchors.fill: parent
onClicked: rating.currentIndex = index
}
}
highlight: Rectangle { color: "orange" }
highlightFollowsCurrentItem: true
focus: true
}
\endqml
*/
ListView {
property alias showSeparator: separator.visible
id: lv
preferredHighlightBegin: height / 2 - Dims.h(5)
preferredHighlightEnd: height / 2 + Dims.h(5)
highlightRangeMode: ListView.StrictlyEnforceRange
spacing: Dims.h(2)
clip: true
delegate: SpinnerDelegate { }
Rectangle {
id: separator
width: 1
height: parent.height*0.8
color: "#88FFFFFF"
anchors.verticalCenter: parent.verticalCenter
anchors.right: parent.right
visible: false
}
layer.enabled: true
layer.effect: ShaderEffect {
fragmentShader: "
precision mediump float;
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
void main(void)
{
vec4 sourceColor = texture2D(source, qt_TexCoord0);
float alpha = 1.0;
if(qt_TexCoord0.y < 0.2)
alpha = qt_TexCoord0.y*5.0;
if(qt_TexCoord0.y > 0.8)
alpha = (1.0-qt_TexCoord0.y)*5.0;
gl_FragColor = sourceColor * alpha;
}"
}
}