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QML

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