mirror of https://code.videolan.org/videolan/vlc
212 lines
7.8 KiB
QML
212 lines
7.8 KiB
QML
/*****************************************************************************
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* Copyright (C) 2023 VLC authors and VideoLAN
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* ( at your option ) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
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*****************************************************************************/
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import QtQuick 2.12
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import "qrc:///style/"
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import "qrc:///util/Helpers.js" as Helpers
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Item {
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id: root
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// backgroundColor is only needed for sub-pixel
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// font rendering. Or, if the background color
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// needs to be known during rendering in general.
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// Ideally it should be fully opaque, but it is
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// still better than not providing any color
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// information.
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property alias backgroundColor: backgroundRect.color
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property alias sourceItem: shaderEffectSource.sourceItem
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property real beginningMargin
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property real endMargin
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property real sourceX
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property real sourceY
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property int orientation: Qt.Vertical
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property bool enableBeginningFade: true
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property bool enableEndFade: true
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property real fadeSize: VLCStyle.margin_normal
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readonly property bool effectCompatible: (((GraphicsInfo.shaderType === GraphicsInfo.GLSL)) &&
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((GraphicsInfo.shaderSourceType & GraphicsInfo.ShaderSourceString)))
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Rectangle {
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id: backgroundRect
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parent: root.sourceItem
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anchors.fill: parent
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color: "transparent"
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z: -100
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visible: shaderEffectSource.visible && (color.a > 0.0)
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}
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ShaderEffectSource {
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id: shaderEffectSource
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anchors {
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top: parent.top
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left: parent.left
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leftMargin: (root.orientation === Qt.Horizontal ? -root.beginningMargin : 0)
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topMargin: (root.orientation === Qt.Vertical ? -root.beginningMargin : 0)
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}
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implicitWidth: Math.ceil(parent.width + (root.orientation === Qt.Horizontal ? (root.beginningMargin + root.endMargin) : 0))
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implicitHeight: Math.ceil(parent.height + (root.orientation === Qt.Vertical ? (root.beginningMargin + root.endMargin) : 0))
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sourceRect: Qt.rect(root.sourceX - (root.orientation === Qt.Horizontal ? root.beginningMargin : 0),
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root.sourceY - (root.orientation === Qt.Vertical ? root.beginningMargin : 0),
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width,
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height)
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// Make sure sourceItem is not rendered twice:
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hideSource: visible
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smooth: false
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visible: effectCompatible &&
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((root.enableBeginningFade || root.enableEndFade) ||
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((shaderEffect) && (shaderEffect.beginningFadeSize > 0 || shaderEffect.endFadeSize > 0)))
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property ShaderEffect shaderEffect
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layer.enabled: true
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layer.effect: ShaderEffect {
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// It makes sense to use the effect for only in the fading part.
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// However, it would complicate things in the QML side. As it
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// would require two additional items, as well as two more texture
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// allocations.
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// Given the shading done here is not complex, this is not done.
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// Applying the texture and the effect is done in one step.
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id: effect
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readonly property bool vertical: (root.orientation === Qt.Vertical)
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readonly property real normalFadeSize: root.fadeSize / (vertical ? height : width)
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property real beginningFadeSize: root.enableBeginningFade ? normalFadeSize : 0
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property real endFadeSize: root.enableEndFade ? normalFadeSize : 0
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readonly property real endFadePos: 1.0 - endFadeSize
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onBeginningFadeSizeChanged: {
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if (!beginningFadeBehavior.enabled) {
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Qt.callLater(() => {
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beginningFadeBehavior.enabled = true
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})
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}
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}
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onEndFadeSizeChanged: {
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if (!endFadeBehavior.enabled) {
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Qt.callLater(() => {
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endFadeBehavior.enabled = true
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})
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}
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}
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Component.onCompleted: {
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console.assert(shaderEffectSource.shaderEffect === null)
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shaderEffectSource.shaderEffect = this
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}
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Component.onDestruction: {
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console.assert(shaderEffectSource.shaderEffect === this)
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shaderEffectSource.shaderEffect = null
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}
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// TODO: Qt >= 5.15 use inline component
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Behavior on beginningFadeSize {
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id: beginningFadeBehavior
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enabled: false
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// Qt Bug: UniformAnimator does not work...
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NumberAnimation {
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duration: VLCStyle.duration_veryShort
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easing.type: Easing.InOutSine
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}
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}
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Behavior on endFadeSize {
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id: endFadeBehavior
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enabled: false
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// Qt Bug: UniformAnimator does not work...
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NumberAnimation {
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duration: VLCStyle.duration_veryShort
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easing.type: Easing.InOutSine
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}
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}
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// Atlas textures can be supported
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// but in this use case it is not
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// necessary as the layer texture
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// can not be placed in the atlas.
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supportsAtlasTextures: false
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// cullMode: ShaderEffect.BackFaceCulling // Does not work sometimes. Qt bug?
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vertexShader: " uniform highp mat4 qt_Matrix;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 coord;
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varying highp float pos; // x or y component of coord depending on orientation
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void main() {
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coord = qt_MultiTexCoord0;
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pos = qt_MultiTexCoord0.%1;
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gl_Position = qt_Matrix * qt_Vertex;
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} ".arg(vertical ? "y" : "x")
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fragmentShader: " uniform lowp sampler2D source;
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uniform lowp float qt_Opacity;
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uniform highp float beginningFadeSize;
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uniform highp float endFadePos;
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varying highp vec2 coord;
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varying highp float pos;
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void main() {
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highp vec4 texel = texture2D(source, coord);
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// Note that the whole texel is multiplied instead
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// of only the alpha component because it must be
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// in premultiplied alpha format.
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texel *= (1.0 - smoothstep(endFadePos, 1.0, pos));
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texel *= (smoothstep(0.0, beginningFadeSize, pos));
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// We still need to respect the accumulated scene graph opacity:
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gl_FragColor = texel * qt_Opacity;
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} "
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}
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}
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}
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