diff --git a/lookandfeel/contents/components/UserDelegate.qml b/lookandfeel/contents/components/UserDelegate.qml index 3e7c3a1d8..2166d42ba 100644 --- a/lookandfeel/contents/components/UserDelegate.qml +++ b/lookandfeel/contents/components/UserDelegate.qml @@ -1,203 +1,204 @@ /* * Copyright 2014 David Edmundson * Copyright 2014 Aleix Pol Gonzalez * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU Library General Public License as * published by the Free Software Foundation; either version 2 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 Library General Public * License along with this program; if not, write to the * Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ import QtQuick 2.8 import QtGraphicalEffects 1.0 import org.kde.plasma.core 2.0 as PlasmaCore import org.kde.plasma.components 2.0 as PlasmaComponents Item { id: wrapper // If we're using software rendering, draw outlines instead of shadows // See https://bugs.kde.org/show_bug.cgi?id=398317 readonly property bool softwareRendering: GraphicsInfo.api === GraphicsInfo.Software property bool isCurrent: true readonly property var m: model property string name property string userName property string avatarPath property string iconSource property bool constrainText: true signal clicked() property real faceSize: Math.min(width, height - usernameDelegate.height - units.smallSpacing) opacity: isCurrent ? 1.0 : 0.5 Behavior on opacity { OpacityAnimator { duration: units.longDuration } } // Draw a translucent background circle under the user picture Rectangle { anchors.centerIn: imageSource width: imageSource.width + 2 height: width radius: width / 2 color: PlasmaCore.ColorScope.backgroundColor opacity: 0.9 } Item { id: imageSource anchors { bottom: usernameDelegate.top bottomMargin: units.largeSpacing horizontalCenter: parent.horizontalCenter } Behavior on width { PropertyAnimation { + from: faceSize duration: units.longDuration * 2; - } + } } width: isCurrent ? faceSize : faceSize - units.largeSpacing height: width //Image takes priority, taking a full path to a file, if that doesn't exist we show an icon Image { id: face source: wrapper.avatarPath sourceSize: Qt.size(faceSize, faceSize) fillMode: Image.PreserveAspectCrop anchors.fill: parent } PlasmaCore.IconItem { id: faceIcon source: iconSource visible: (face.status == Image.Error || face.status == Image.Null) anchors.fill: parent anchors.margins: units.gridUnit * 0.5 // because mockup says so... colorGroup: PlasmaCore.ColorScope.colorGroup } } ShaderEffect { anchors { bottom: usernameDelegate.top bottomMargin: units.largeSpacing horizontalCenter: parent.horizontalCenter } width: imageSource.width height: imageSource.height supportsAtlasTextures: true property var source: ShaderEffectSource { sourceItem: imageSource // software rendering is just a fallback so we can accept not having a rounded avatar here hideSource: wrapper.GraphicsInfo.api !== GraphicsInfo.Software live: true // otherwise the user in focus will show a blurred avatar } property var colorBorder: PlasmaCore.ColorScope.textColor //draw a circle with an antialised border //innerRadius = size of the inner circle with contents //outerRadius = size of the border //blend = area to blend between two colours //all sizes are normalised so 0.5 == half the width of the texture //if copying into another project don't forget to connect themeChanged to update() //but in SDDM that's a bit pointless fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; uniform lowp vec4 colorBorder; highp float blend = 0.01; highp float innerRadius = 0.47; highp float outerRadius = 0.49; lowp vec4 colorEmpty = vec4(0.0, 0.0, 0.0, 0.0); void main() { lowp vec4 colorSource = texture2D(source, qt_TexCoord0.st); highp vec2 m = qt_TexCoord0 - vec2(0.5, 0.5); highp float dist = sqrt(m.x * m.x + m.y * m.y); if (dist < innerRadius) gl_FragColor = colorSource; else if (dist < innerRadius + blend) gl_FragColor = mix(colorSource, colorBorder, ((dist - innerRadius) / blend)); else if (dist < outerRadius) gl_FragColor = colorBorder; else if (dist < outerRadius + blend) gl_FragColor = mix(colorBorder, colorEmpty, ((dist - outerRadius) / blend)); else gl_FragColor = colorEmpty ; gl_FragColor = gl_FragColor * qt_Opacity; } " } DropShadow { id: usernameShadow visible: !softwareRendering anchors.fill: usernameDelegate source: usernameDelegate horizontalOffset: 1 verticalOffset: 1 radius: 4 samples: 9 spread: 0.35 color: "black" // matches Breeze window decoration and desktopcontainment } PlasmaComponents.Label { id: usernameDelegate font.pointSize: 12 anchors { bottom: parent.bottom horizontalCenter: parent.horizontalCenter } height: implicitHeight // work around stupid bug in Plasma Components that sets the height width: constrainText ? parent.width : implicitWidth text: wrapper.name style: softwareRendering ? Text.Outline : undefined styleColor: softwareRendering ? ColorScope.backgroundColor : undefined elide: Text.ElideRight horizontalAlignment: Text.AlignHCenter //make an indication that this has active focus, this only happens when reached with keyboard navigation font.underline: wrapper.activeFocus } MouseArea { anchors.fill: parent hoverEnabled: true onClicked: wrapper.clicked(); } Accessible.name: name Accessible.role: Accessible.Button function accessiblePressAction() { wrapper.clicked() } }