88 lines
2.9 KiB
QML
88 lines
2.9 KiB
QML
// SPDX-License-Identifier: GPL-3.0-or-later
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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*
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* Copyright (C) 2013 - 2024, nymea GmbH
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* Copyright (C) 2024 - 2025, chargebyte austria GmbH
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*
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* This file is part of nymea-app.
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*
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* nymea-app 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 3 of the License, or
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* (at your option) any later version.
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*
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* nymea-app 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 GNU
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* 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 nymea-app. If not, see <https://www.gnu.org/licenses/>.
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*
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import QtQuick 2.4
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import QtGraphicalEffects 1.0
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import Nymea 1.0
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Item {
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id: icon
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width: size
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height: size
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implicitHeight: image.implicitHeight
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implicitWidth: image.implicitWidth
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property alias name: icon.source
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property string source
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property alias color: colorizedImage.outColor
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property int margins: 0
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property int size: Style.iconSize
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property alias status: image.status
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Image {
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id: image
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anchors.fill: parent
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anchors.margins: parent ? parent.margins : 0
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source: width > 0 && height > 0 && icon.source ?
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icon.source.endsWith(".svg") ? icon.source
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: "qrc:/icons/" + icon.source + ".svg"
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: ""
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sourceSize {
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width: width
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height: height
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}
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cache: true
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}
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ShaderEffect {
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id: colorizedImage
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objectName: "shader"
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anchors.fill: parent
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// Whether or not a color has been set.
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visible: image.status == Image.Ready && outColor != inColor
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property Image source: image
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property color outColor: Style.iconColor
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// Colorize only pixels of this color, leave the rest untouched.
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// This needs to match the basic color of the icon set
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property color inColor: "#808080"
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property real threshold: 0.1
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fragmentShader: "
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varying highp vec2 qt_TexCoord0;
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uniform sampler2D source;
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uniform highp vec4 outColor;
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uniform highp vec4 inColor;
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uniform lowp float threshold;
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uniform lowp float qt_Opacity;
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void main() {
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lowp vec4 sourceColor = texture2D(source, qt_TexCoord0);
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gl_FragColor = mix(vec4(outColor.rgb, 1.0) * sourceColor.a, sourceColor, step(threshold, distance(sourceColor.rgb / sourceColor.a, inColor.rgb))) * qt_Opacity;
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}"
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}
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}
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