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Wallpaper.qml
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Wallpaper.qml
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/****************************************************************************************
**
** Copyright (C) 2014 Jolla Ltd.
** Contact: Joona Petrell <joona.petrell@jollamobile.com>
** All rights reserved.
**
** This file is part of Sailfish Silica UI component package.
**
** You may use this file under the terms of BSD license as follows:
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** * Neither the name of the Jolla Ltd nor the
** names of its contributors may be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
** ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
** WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
** DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR
** ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
** (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
** LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
** ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
** SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**
****************************************************************************************/
import QtQuick 2.1
import QtQuick.Window 2.1
import Sailfish.Silica 1.0
import Sailfish.Silica.private 1.0
Item {
id: wallpaper
property alias source: wallpaperTextureImage.source
property real windowRotation
property int verticalOffset
property int horizontalOffset
property alias ratio: wallpaperEffect.ratio
property alias effect: wallpaperEffect
property bool glassOnly
property bool dimmed
property color dimmedRegionColor: Theme.highlightDimmerColor
property real _dimOpacity: dimmed ? 0.5 : 0.0
Behavior on _dimOpacity { FadeAnimation { id: dimAnim; property: "_dimOpacity" } }
Item {
id: glassTextureItem
visible: false
width: glassTextureImage.width
height: glassTextureImage.height
Image {
id: glassTextureImage
opacity: 0.1
source: "image://theme/graphic-shader-texture"
Behavior on opacity { FadeAnimation { duration: 200 } }
}
}
Image {
id: wallpaperTextureImage
visible: false
source: Theme.backgroundImage
onSourceChanged: {
// Workaround -- seems to be necessary for the ShaderEffect to update the texture
wallpaperEffect.wallpaperTexture = null
wallpaperEffect.wallpaperTexture = wallpaperTextureImage
}
}
ShaderEffect {
id: wallpaperEffect
anchors.fill: parent
visible: wallpaperTextureImage.source != "" || glassOnly
// wallpaper orientation
property real wpRotation: Math.floor(wallpaper.windowRotation / 90) * 90
// wallpaper angle in radians
property real angle: (360 - wpRotation) * (Math.PI/180)
// ratio between wallpaper width and visible area width
property size screenSizeInv: Qt.size(wallpaper.width/Screen.height, wallpaper.height/Screen.height)
property real horizontalOffset: wallpaper.horizontalOffset / Screen.height
property real verticalOffset: wallpaper.verticalOffset / Screen.height
// ratio between visible area width and screen height
property real ratio: Screen.width/Screen.height
// visible area origo in texture space
property size offset: Qt.size((1.0-ratio) * .5 - horizontalOffset - 0.5, verticalOffset - 0.5)
// glass texture size
property size glassTextureSizeInv: Qt.size(1.0/(glassTextureImage.sourceSize.width),
-1.0/(glassTextureImage.sourceSize.height))
property Image wallpaperTexture: wallpaperTextureImage
property var glassTexture: ShaderEffectSource {
hideSource: true
sourceItem: glassTextureItem
wrapMode: ShaderEffectSource.Repeat
}
property color dimmedColor: Theme.rgba(dimmedRegionColor, _dimOpacity)
// Enable blending in compositor (for events view etc..)
blending: !Config.wayland
vertexShader: "
uniform highp float angle;
uniform highp vec2 screenSizeInv;
uniform highp vec2 offset;
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
void main() {
lowp float s = sin(angle);
lowp float c = cos(angle);
lowp mat2 rotation = mat2(c, -s, s, c);
qt_TexCoord0 = rotation * (qt_MultiTexCoord0 * screenSizeInv + offset) + vec2(0.5, 0.5);
gl_Position = qt_Matrix * qt_Vertex;
}
"
fragmentShader: "
uniform sampler2D wallpaperTexture;
uniform sampler2D glassTexture;
uniform highp vec2 glassTextureSizeInv;
uniform lowp float qt_Opacity;
uniform lowp vec4 dimmedColor;
varying highp vec2 qt_TexCoord0;
void main() {
lowp vec4 wp = texture2D(wallpaperTexture, qt_TexCoord0);
lowp vec4 tx = texture2D(glassTexture, gl_FragCoord.xy * glassTextureSizeInv);
gl_FragColor = gl_FragColor = "
+ (dimmed || dimAnim.running ? "vec4(mix(0.4*wp.rgb + tx.rgb, dimmedColor.rgb, dimmedColor.a), 1.0)"
: "vec4(0.4*wp.rgb + tx.rgb, 1.0)") + (blending ? "*qt_Opacity" : "")
+ ";
}
"
}
}