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import "root:/widgets"
import "root:/services"
import "root:/config"
import QtQuick
import QtQuick.Shapes
import QtQuick.Effects
Item {
id: root
required property bool locked
required property real weatherWidth
required property bool isLarge
readonly property real clockBottom: innerMask.anchors.margins + clockPath.height
readonly property real inputTop: innerMask.anchors.margins + inputPath.height
readonly property real weatherTop: innerMask.anchors.margins + weatherPath.height
readonly property real weatherRight: innerMask.anchors.margins + weatherPath.width
readonly property real mediaX: innerMask.anchors.margins + mediaPath.width
readonly property real mediaY: innerMask.anchors.margins + mediaPath.height
anchors.fill: parent
StyledRect {
id: base
anchors.fill: parent
color: Colours.alpha(Config.border.colour, false)
visible: false
}
Item {
id: mask
anchors.fill: parent
layer.enabled: true
visible: false
Rectangle {
id: innerMask
anchors.fill: parent
anchors.margins: root.locked ? Config.lock.sizes.border : -radius / 2
radius: Appearance.rounding.large * 2
Behavior on anchors.margins {
Anim {}
}
}
}
MultiEffect {
anchors.fill: parent
source: base
maskEnabled: true
maskInverted: true
maskSource: mask
maskThresholdMin: 0.5
maskSpreadAtMin: 1
}
Shape {
anchors.fill: parent
anchors.margins: Math.floor(innerMask.anchors.margins)
preferredRendererType: Shape.CurveRenderer
ShapePath {
id: clockPath
readonly property int width: Config.lock.sizes.clockWidth
property real height: root.locked ? Config.lock.sizes.clockHeight : 0
readonly property real rounding: Appearance.rounding.large * 4
readonly property bool flatten: height < rounding * 2
readonly property real roundingY: flatten ? height / 2 : rounding
strokeWidth: -1
fillColor: Config.border.colour
startX: (innerMask.width - width) / 2 - rounding
PathArc {
relativeX: clockPath.rounding
relativeY: clockPath.roundingY
radiusX: clockPath.rounding
radiusY: Math.min(clockPath.rounding, clockPath.height)
}
PathLine {
relativeX: 0
relativeY: clockPath.height - clockPath.roundingY * 2
}
PathArc {
relativeX: clockPath.rounding
relativeY: clockPath.roundingY
radiusX: clockPath.rounding
radiusY: Math.min(clockPath.rounding, clockPath.height)
direction: PathArc.Counterclockwise
}
PathLine {
relativeX: clockPath.width - clockPath.rounding * 2
relativeY: 0
}
PathArc {
relativeX: clockPath.rounding
relativeY: -clockPath.roundingY
radiusX: clockPath.rounding
radiusY: Math.min(clockPath.rounding, clockPath.height)
direction: PathArc.Counterclockwise
}
PathLine {
relativeX: 0
relativeY: -(clockPath.height - clockPath.roundingY * 2)
}
PathArc {
relativeX: clockPath.rounding
relativeY: -clockPath.roundingY
radiusX: clockPath.rounding
radiusY: Math.min(clockPath.rounding, clockPath.height)
}
Behavior on height {
Anim {}
}
Behavior on fillColor {
ColorAnimation {
duration: Appearance.anim.durations.normal
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.standard
}
}
}
ShapePath {
id: inputPath
readonly property int width: Config.lock.sizes.inputWidth
property real height: root.locked ? Config.lock.sizes.inputHeight : 0
readonly property real rounding: Appearance.rounding.large * 2
readonly property bool flatten: height < rounding * 2
readonly property real roundingY: flatten ? height / 2 : rounding
strokeWidth: -1
fillColor: Config.border.colour
startX: (innerMask.width - width) / 2 - rounding
startY: Math.ceil(innerMask.height)
PathArc {
relativeX: inputPath.rounding
relativeY: -inputPath.roundingY
radiusX: inputPath.rounding
radiusY: Math.min(inputPath.rounding, inputPath.height)
direction: PathArc.Counterclockwise
}
PathLine {
relativeX: 0
relativeY: -(inputPath.height - inputPath.roundingY * 2)
}
PathArc {
relativeX: inputPath.rounding
relativeY: -inputPath.roundingY
radiusX: inputPath.rounding
radiusY: Math.min(inputPath.rounding, inputPath.height)
}
PathLine {
relativeX: inputPath.width - inputPath.rounding * 2
relativeY: 0
}
PathArc {
relativeX: inputPath.rounding
relativeY: inputPath.roundingY
radiusX: inputPath.rounding
radiusY: Math.min(inputPath.rounding, inputPath.height)
}
PathLine {
relativeX: 0
relativeY: inputPath.height - inputPath.roundingY * 2
}
PathArc {
relativeX: inputPath.rounding
relativeY: inputPath.roundingY
radiusX: inputPath.rounding
radiusY: Math.min(inputPath.rounding, inputPath.height)
direction: PathArc.Counterclockwise
}
Behavior on height {
Anim {}
}
Behavior on fillColor {
ColorAnimation {
duration: Appearance.anim.durations.normal
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.standard
}
}
}
ShapePath {
id: weatherPath
property int width: root.locked ? root.weatherWidth - Config.lock.sizes.border / 4 : 0
property real height: root.locked ? Config.lock.sizes.weatherHeight : 0
readonly property real rounding: Appearance.rounding.large * 2
readonly property real roundingX: width < rounding * 2 ? width / 2 : rounding
readonly property real roundingY: height < rounding * 2 ? height / 2 : rounding
strokeWidth: -1
fillColor: Config.border.colour
startY: Math.ceil(innerMask.height) - height - roundingY
PathArc {
relativeX: weatherPath.roundingX
relativeY: weatherPath.roundingY
radiusX: Math.min(weatherPath.rounding, weatherPath.width)
radiusY: Math.min(weatherPath.rounding, weatherPath.height)
direction: PathArc.Counterclockwise
}
PathLine {
relativeX: weatherPath.width - weatherPath.roundingX * 2
relativeY: 0
}
PathArc {
relativeX: weatherPath.roundingX
relativeY: weatherPath.roundingY
radiusX: Math.min(weatherPath.rounding, weatherPath.width)
radiusY: Math.min(weatherPath.rounding, weatherPath.height)
}
PathLine {
relativeX: 0
relativeY: weatherPath.height - weatherPath.roundingY * 2
}
PathArc {
relativeX: weatherPath.roundingX
relativeY: weatherPath.roundingY
radiusX: Math.min(weatherPath.rounding, weatherPath.width)
radiusY: Math.min(weatherPath.rounding, weatherPath.height)
direction: PathArc.Counterclockwise
}
PathLine {
relativeX: -weatherPath.width - weatherPath.roundingX
relativeY: 0
}
Behavior on width {
Anim {}
}
Behavior on height {
Anim {}
}
Behavior on fillColor {
ColorAnimation {
duration: Appearance.anim.durations.normal
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.standard
}
}
}
ShapePath {
id: mediaPath
property int width: root.locked ? (root.isLarge ? Config.lock.sizes.mediaWidth : Config.lock.sizes.mediaWidthSmall) - Config.lock.sizes.border / 4 : 0
property real height: root.locked ? (root.isLarge ? Config.lock.sizes.mediaHeight : Config.lock.sizes.mediaHeightSmall) : 0
readonly property real rounding: Appearance.rounding.large * 2
readonly property real roundingX: width < rounding * 2 ? width / 2 : rounding
readonly property real roundingY: height < rounding * 2 ? height / 2 : rounding
strokeWidth: -1
fillColor: Config.border.colour
startX: root.isLarge ? 0 : Math.ceil(innerMask.width)
startY: root.isLarge ? height + roundingY : Math.ceil(innerMask.height) - height - roundingY
PathArc {
relativeX: mediaPath.roundingX * (root.isLarge ? 1 : -1)
relativeY: mediaPath.roundingY * (root.isLarge ? -1 : 1)
radiusX: Math.min(mediaPath.rounding, mediaPath.width)
radiusY: Math.min(mediaPath.rounding, mediaPath.height)
}
PathLine {
relativeX: (mediaPath.width - mediaPath.roundingX * 2) * (root.isLarge ? 1 : -1)
relativeY: 0
}
PathArc {
relativeX: mediaPath.roundingX * (root.isLarge ? 1 : -1)
relativeY: mediaPath.roundingY * (root.isLarge ? -1 : 1)
radiusX: Math.min(mediaPath.rounding, mediaPath.width)
radiusY: Math.min(mediaPath.rounding, mediaPath.height)
direction: PathArc.Counterclockwise
}
PathLine {
relativeX: 0
relativeY: (mediaPath.height - mediaPath.roundingY * 2) * (root.isLarge ? -1 : 1)
}
PathArc {
relativeX: mediaPath.roundingX * (root.isLarge ? 1 : -1)
relativeY: mediaPath.roundingY * (root.isLarge ? -1 : 1)
radiusX: Math.min(mediaPath.rounding, mediaPath.width)
radiusY: Math.min(mediaPath.rounding, mediaPath.height)
}
PathLine {
relativeX: (-mediaPath.width - mediaPath.roundingX) * (root.isLarge ? 1 : -1)
relativeY: 0
}
Behavior on width {
Anim {}
}
Behavior on height {
Anim {}
}
Behavior on fillColor {
ColorAnimation {
duration: Appearance.anim.durations.normal
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.standard
}
}
}
}
component Anim: NumberAnimation {
duration: Appearance.anim.durations.large
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.emphasized
}
}
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