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/*
* Copyright (C) 2013 Canonical, Ltd.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 3.
*
* 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 2.0
Item {
id: effect
property bool enabled: topGapPx != positionPx || bottomGapPx != positionPx
property Item sourceItem
property ShaderEffectSource source: ShaderEffectSource {
sourceItem: effect.enabled ? effect.sourceItem : null
hideSource: effect.enabled
live: effect.enabled
sourceRect: {
if (effect.enabled) {
Qt.rect(0, -effect.topOverflow, sourceItem.width, sourceItem.height + effect.topOverflow + effect.bottomOverflow)
} else {
Qt.rect(0, 0, 0, 0)
}
}
}
/*!
\qmlproperty real positionPx
The y coordinate of where to perform the split.
\qmlproperty real topGapPx
Gap's top edge.
\qmlproperty real bottomGapPx
Gap's bottom edge.
\qmlproperty real topOverflow
How much of the sourceItem should be sourced above its bounds.
\qmlproperty real bottomOverflow
How much of the sourceItem should be sourced below its bounds.
*/
property real positionPx: 0
property real topGapPx: 0
property real bottomGapPx: height
property real topOverflow: 0.0
property real bottomOverflow: 0.0
property real topOpacity: 1.0
property real bottomOpacity: 1.0
property real __roundedPositionPx: Math.round(positionPx)
ShaderEffect {
id: top
visible: effect.enabled
opacity: topOpacity
property ShaderEffectSource source: effect.source
property real positionPx: __roundedPositionPx
property real factor: effect.height / height
clip: true
anchors {
top: parent.top
left: parent.left
right: parent.right
topMargin: -topOverflow - positionPx + topGapPx
}
height: topOverflow + positionPx
vertexShader: "
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
uniform highp float factor;
void main() {
highp vec4 pos = qt_Vertex;
pos.y *= factor;
gl_Position = qt_Matrix * pos;
qt_TexCoord0 = qt_MultiTexCoord0;
}
"
}
ShaderEffect {
id: bottom
visible: effect.enabled
opacity: bottomOpacity
property ShaderEffectSource source: effect.source
property real offset: effect.topOverflow + __roundedPositionPx
property real factor: effect.height / height
clip: true
anchors {
left: parent.left
right: parent.right
}
y: topOverflow + bottomGapPx
height: sourceItem.height - positionPx + bottomOverflow
vertexShader: "
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
uniform highp float factor;
uniform highp float offset;
void main() {
highp vec4 pos = qt_Vertex;
pos.y = (pos.y * factor) - offset;
gl_Position = qt_Matrix * pos;
qt_TexCoord0 = qt_MultiTexCoord0;
}
"
}
}
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