mirror of
https://github.com/zoriya/noctalia-shell.git
synced 2025-12-05 22:26:16 +00:00
NImageRounded: back to using a custom shader as it looks much better than ClippingRectangle.
It seems ClippingRectangle has issues with fractional pixes.
This commit is contained in:
@@ -32,7 +32,7 @@ NBox {
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imagePath: Settings.preprocessPath(Settings.data.general.avatarImage)
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fallbackIcon: "person"
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borderColor: Color.mPrimary
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borderWidth: Style.borderM
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borderWidth: Style.borderS * 1.5
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}
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ColumnLayout {
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@@ -63,101 +63,28 @@ ColumnLayout {
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}
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}
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// Large preview with rounded corners and shadow effect
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// Large preview area
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Rectangle {
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Layout.fillWidth: true
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Layout.fillHeight: true
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Layout.minimumHeight: 180
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color: Color.mSurfaceVariant
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radius: Style.radiusL
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border.color: selectedWallpaper !== "" ? Color.mPrimary : Color.mOutline
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border.width: selectedWallpaper !== "" ? 2 : 1
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clip: true
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// Mirror WallpaperPanel approach with rounded shader mask
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NImageCached {
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id: previewCached
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// Image with rounded corners
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NImageRounded {
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anchors.fill: parent
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anchors.margins: 4
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cacheFolder: Settings.cacheDirImagesWallpapers
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visible: selectedWallpaper !== ""
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imagePath: selectedWallpaper !== "" ? "file://" + selectedWallpaper : ""
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visible: false // used as texture source for the shader
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}
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ShaderEffect {
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anchors.fill: parent
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anchors.margins: 4
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property var source: ShaderEffectSource {
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sourceItem: previewCached
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hideSource: true
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live: true
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recursive: false
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format: ShaderEffectSource.RGBA
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}
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property real itemWidth: width
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property real itemHeight: height
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property real cornerRadius: Style.radiusL
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property real imageOpacity: 1.0
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fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/rounded_image.frag.qsb")
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supportsAtlasTextures: false
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blending: true
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}
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// Loading placeholder
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Rectangle {
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anchors.fill: parent
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color: Color.mSurfaceVariant
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radius: Style.radiusL
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visible: (previewCached.status === Image.Loading || previewCached.status === Image.Null) && selectedWallpaper !== ""
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NIcon {
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icon: "image"
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pointSize: Style.fontSizeXXL
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color: Color.mOnSurfaceVariant
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anchors.centerIn: parent
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}
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}
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// Error placeholder
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Rectangle {
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anchors.fill: parent
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color: Color.mError
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opacity: 0.1
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radius: Style.radiusL
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visible: previewCached.status === Image.Error && selectedWallpaper !== ""
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ColumnLayout {
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anchors.centerIn: parent
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spacing: Style.marginS
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NIcon {
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icon: "alert-circle"
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pointSize: Style.fontSizeXXL
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color: Color.mError
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Layout.alignment: Qt.AlignHCenter
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}
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NText {
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text: I18n.tr("setup.wallpaper.preview-error")
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pointSize: Style.fontSizeS
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color: Color.mError
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Layout.alignment: Qt.AlignHCenter
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}
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}
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}
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NBusyIndicator {
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anchors.centerIn: parent
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visible: (previewCached.status === Image.Loading || previewCached.status === Image.Null) && selectedWallpaper !== ""
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running: visible
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size: 28
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borderColor: selectedWallpaper !== "" ? Color.mPrimary : Color.mOutline
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borderWidth: selectedWallpaper !== "" ? 2 : 1
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}
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ColumnLayout {
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anchors.centerIn: parent
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spacing: Style.marginL
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visible: selectedWallpaper === ""
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opacity: 0.6
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Rectangle {
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Layout.alignment: Qt.AlignHCenter
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@@ -165,12 +92,11 @@ ColumnLayout {
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height: 64
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radius: width / 2
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color: Color.mPrimary
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opacity: 0.15
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NIcon {
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icon: "sparkles"
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pointSize: Style.fontSizeXXL
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color: Color.mPrimary
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color: Color.mOnPrimary
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anchors.centerIn: parent
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}
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}
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@@ -232,19 +158,22 @@ ColumnLayout {
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Repeater {
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model: filteredWallpapers
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delegate: Rectangle {
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delegate: Item {
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Layout.preferredWidth: 120
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Layout.preferredHeight: 80
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color: Color.mSurface
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border.color: selectedWallpaper === modelData ? Color.mPrimary : Color.mOutline
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border.width: selectedWallpaper === modelData ? 2 : 1
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clip: true
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Rectangle {
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anchors.fill: parent
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color: Color.transparent
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border.color: selectedWallpaper === modelData ? Color.mPrimary : Color.mOutline
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border.width: selectedWallpaper === modelData ? 2 : 1
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}
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// Cached thumbnail
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NImageCached {
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id: thumbCached
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anchors.fill: parent
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anchors.margins: 3
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anchors.margins: selectedWallpaper === modelData ? 2 : 1
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source: "file://" + modelData
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}
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@@ -11,8 +11,11 @@ layout(std140, binding = 0) uniform buf {
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// Custom properties with non-conflicting names
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float itemWidth;
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float itemHeight;
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float sourceWidth;
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float sourceHeight;
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float cornerRadius;
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float imageOpacity;
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int fillMode;
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} ubuf;
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// Function to calculate the signed distance from a point to a rounded box
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@@ -24,33 +27,75 @@ float roundedBoxSDF(vec2 centerPos, vec2 boxSize, float radius) {
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void main() {
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// Get size from uniforms
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vec2 itemSize = vec2(ubuf.itemWidth, ubuf.itemHeight);
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vec2 sourceSize = vec2(ubuf.sourceWidth, ubuf.sourceHeight);
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float cornerRadius = ubuf.cornerRadius;
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float itemOpacity = ubuf.imageOpacity;
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int fillMode = ubuf.fillMode;
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// Normalize coordinates to [-0.5, 0.5] range
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vec2 uv = qt_TexCoord0 - 0.5;
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// Work in pixel space for accurate rounded rectangle calculation
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vec2 pixelPos = qt_TexCoord0 * itemSize;
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// Scale by aspect ratio to maintain uniform rounding
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vec2 aspectRatio = itemSize / max(itemSize.x, itemSize.y);
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uv *= aspectRatio;
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// Calculate distance to rounded rectangle edge (in pixels)
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vec2 centerOffset = pixelPos - itemSize * 0.5;
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float distance = roundedBoxSDF(centerOffset, itemSize * 0.5, cornerRadius);
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// Calculate half size in normalized space
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vec2 halfSize = 0.5 * aspectRatio;
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// Create smooth alpha mask for edge with anti-aliasing
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float alpha = 1.0 - smoothstep(-0.5, 0.5, distance);
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// Normalize the corner radius
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float normalizedRadius = cornerRadius / max(itemSize.x, itemSize.y);
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// Calculate UV coordinates based on fill mode
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vec2 imageUV = qt_TexCoord0;
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// Calculate distance to rounded rectangle
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float distance = roundedBoxSDF(uv, halfSize, normalizedRadius);
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// fillMode constants from Qt:
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// Image.Stretch = 0
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// Image.PreserveAspectFit = 1
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// Image.PreserveAspectCrop = 2
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// Image.Tile = 3
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// Image.TileVertically = 4
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// Image.TileHorizontally = 5
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// Image.Pad = 6
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// Create smooth alpha mask
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float smoothedAlpha = 1.0 - smoothstep(0.0, fwidth(distance), distance);
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if (fillMode == 2) { // PreserveAspectCrop
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// Calculate aspect ratios
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float itemAspect = itemSize.x / itemSize.y;
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float sourceAspect = sourceSize.x / sourceSize.y;
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// Calculate the scale needed to cover the item area
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vec2 scale;
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if (sourceAspect > itemAspect) {
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// Image is wider - fit height, crop sides
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scale.y = 1.0;
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scale.x = sourceAspect / itemAspect;
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} else {
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// Image is taller - fit width, crop top/bottom
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scale.x = 1.0;
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scale.y = itemAspect / sourceAspect;
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}
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// Apply scale and center
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imageUV = (qt_TexCoord0 - 0.5) / scale + 0.5;
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} else if (fillMode == 1) { // PreserveAspectFit
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float itemAspect = itemSize.x / itemSize.y;
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float sourceAspect = sourceSize.x / sourceSize.y;
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vec2 scale;
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if (sourceAspect > itemAspect) {
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// Image is wider - fit width, letterbox top/bottom
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scale.x = 1.0;
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scale.y = itemAspect / sourceAspect;
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} else {
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// Image is taller - fit height, letterbox sides
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scale.y = 1.0;
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scale.x = sourceAspect / itemAspect;
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}
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imageUV = (qt_TexCoord0 - 0.5) * scale + 0.5;
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}
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// For Stretch (0) or other modes, use qt_TexCoord0 as-is
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// Sample the texture
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vec4 color = texture(source, qt_TexCoord0);
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vec4 color = texture(source, imageUV);
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// Apply the rounded mask and opacity
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// Make sure areas outside the rounded rect are completely transparent
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float finalAlpha = color.a * smoothedAlpha * itemOpacity * ubuf.qt_Opacity;
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float finalAlpha = color.a * alpha * itemOpacity * ubuf.qt_Opacity;
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fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
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}
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Binary file not shown.
@@ -19,17 +19,19 @@ Item {
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signal statusChanged(int status)
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ClippingRectangle {
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Rectangle {
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anchors.fill: parent
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color: Color.transparent
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radius: root.radius
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border.color: root.borderColor
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color: Color.transparent
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border.width: root.borderWidth
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border.color: root.borderColor
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Image {
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id: imageSource
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anchors.fill: parent
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visible: !showFallback
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source: imagePath
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anchors.margins: root.borderWidth
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visible: false
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source: root.imagePath
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mipmap: true
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smooth: true
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asynchronous: true
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@@ -38,11 +40,30 @@ Item {
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onStatusChanged: root.statusChanged(status)
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}
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ShaderEffect {
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anchors.fill: parent
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anchors.margins: root.borderWidth
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visible: !root.showFallback
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property variant source: imageSource
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property real itemWidth: width
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property real itemHeight: height
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property real sourceWidth: imageSource.sourceSize.width
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property real sourceHeight: imageSource.sourceSize.height
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property real cornerRadius: Math.max(0, root.radius - root.borderWidth)
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property real imageOpacity: 1.0
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property int fillMode: root.imageFillMode
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fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/rounded_image.frag.qsb")
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supportsAtlasTextures: false
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blending: true
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}
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NIcon {
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anchors.centerIn: parent
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visible: showFallback
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icon: fallbackIcon
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pointSize: fallbackIconSize
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anchors.fill: parent
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anchors.margins: root.borderWidth
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visible: root.showFallback
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icon: root.fallbackIcon
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pointSize: root.fallbackIconSize
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}
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}
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}
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