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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
readonly property real clockBottom: innerMask.anchors.margins + clockPath.height
readonly property real inputTop: innerMask.anchors.margins + inputPath.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 ? root.height * Config.lock.sizes.border : 0
anchors.leftMargin: root.locked ? root.width * Config.lock.sizes.border : 0
anchors.rightMargin: root.locked ? root.width * Config.lock.sizes.border : 0
radius: Appearance.rounding.large * 2
Behavior on anchors.margins {
Anim {}
}
Behavior on anchors.leftMargin {
Anim {}
}
Behavior on anchors.rightMargin {
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)
anchors.leftMargin: innerMask.anchors.leftMargin
anchors.rightMargin: innerMask.anchors.rightMargin
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
}
}
}
}
component Anim: NumberAnimation {
duration: Appearance.anim.durations.large
easing.type: Easing.BezierSpline
easing.bezierCurve: Appearance.anim.curves.emphasized
}
}
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