sddm-aerial-breeze/components/WallpaperFader.qml
2022-03-04 23:58:22 +01:00

162 lines
5.2 KiB
QML

/********************************************************************
This file is part of the KDE project.
Copyright (C) 2014 Aleix Pol Gonzalez <aleixpol@blue-systems.com>
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; either version 2 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 2.6
import QtQuick.Controls 1.1
import QtQuick.Layouts 1.1
import QtGraphicalEffects 1.0
Item {
id: wallpaperFader
property Item mainStack
property Item footer
property alias source: wallpaperBlur.source
state: lockScreenRoot.uiVisible ? "on" : "off"
property real factor: 20
Behavior on factor {
NumberAnimation {
target: wallpaperFader
property: "factor"
duration: 1000
easing.type: Easing.InOutQuad
}
}
FastBlur {
id: wallpaperBlur
anchors.fill: parent
radius: 50 * wallpaperFader.factor
}
ShaderEffect {
id: wallpaperShader
anchors.fill: parent
supportsAtlasTextures: true
property var source: ShaderEffectSource {
sourceItem: wallpaperBlur
live: true
hideSource: true
textureMirroring: ShaderEffectSource.NoMirroring
}
readonly property real contrast: 0.45 * wallpaperFader.factor + (1 - wallpaperFader.factor)
readonly property real saturation: 1.7 * wallpaperFader.factor + (1 - wallpaperFader.factor)
readonly property real intensity: wallpaperFader.factor + (1 - wallpaperFader.factor)
property var colorMatrix: Qt.matrix4x4(
contrast, 0, 0, 0.0,
0, contrast, 0, 0.0,
0, 0, contrast, 0.0,
0, 0, 0, 1.0).times(Qt.matrix4x4(
saturation, 0.0, 0.0, 0.0,
0, saturation, 0, 0.0,
0, 0, saturation, 0.0,
0, 0, 0, 1.0)).times(Qt.matrix4x4(
intensity, 0, 0, 0,
0, intensity, 0, 0,
0, 0, intensity, 0,
0, 0, 0, 1
));
fragmentShader: "
uniform mediump mat4 colorMatrix;
uniform mediump sampler2D source;
varying mediump vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
void main(void)
{
mediump vec4 tex = texture2D(source, qt_TexCoord0);
gl_FragColor = tex * colorMatrix * qt_Opacity;
}"
}
states: [
State {
name: "on"
PropertyChanges {
target: mainStack
opacity: 1
}
PropertyChanges {
target: footer
opacity: 1
}
PropertyChanges {
target: wallpaperFader
factor: 1
}
},
State {
name: "off"
PropertyChanges {
target: mainStack
opacity: 0
}
PropertyChanges {
target: footer
opacity: 0
}
PropertyChanges {
target: wallpaperFader
factor: 0
}
}
]
transitions: [
Transition {
from: "off"
to: "on"
//Note: can't use animators as they don't play well with parallelanimations
ParallelAnimation {
NumberAnimation {
target: mainStack
property: "opacity"
duration: units.longDuration
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: footer
property: "opacity"
duration: units.longDuration
easing.type: Easing.InOutQuad
}
}
},
Transition {
from: "on"
to: "off"
ParallelAnimation {
NumberAnimation {
target: mainStack
property: "opacity"
duration: 500
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: footer
property: "opacity"
duration: 500
easing.type: Easing.InOutQuad
}
}
}
]
}