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noctalia-shell/Modules/MainScreen/Backgrounds/BarBackground.qml
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QML

import QtQuick
import QtQuick.Shapes
import qs.Commons
/**
* BarBackground - ShapePath component for rendering the bar background
*
* Unified shadow system. This component is a ShapePath that will be
* a child of the unified AllBackgrounds Shape container.
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*/
ShapePath {
id: root
// Required reference to the bar component
required property var bar
// Required reference to AllBackgrounds shapeContainer
required property var shapeContainer
// Corner radius (from Style)
readonly property real radius: Style.radiusL
// Bar position - since bar's parent fills the screen and Shape also fills the screen,
// we can use bar.x and bar.y directly (they're already in screen coordinates)
readonly property point barMappedPos: bar ? Qt.point(bar.x, bar.y) : Qt.point(0, 0)
// Flatten corners if bar is too small (handle null bar)
readonly property bool shouldFlatten: bar ? (bar.width < radius * 2 || bar.height < radius * 2) : false
readonly property real effectiveRadius: shouldFlatten ? (bar ? Math.min(bar.width / 2, bar.height / 2) : 0) : radius
// Helper functions (inlined from ShapeCornerHelper)
function getMultX(cornerState) {
return cornerState === 1 ? -1 : 1
}
function getMultY(cornerState) {
return cornerState === 2 ? -1 : 1
}
function getArcDirection(multX, multY) {
return ((multX < 0) !== (multY < 0)) ? PathArc.Counterclockwise : PathArc.Clockwise
}
function getCornerRadius(cornerState) {
// State -1 = no radius (flat corner)
if (cornerState === -1)
return 0
// All other states use effectiveRadius
return effectiveRadius
}
// Per-corner multipliers and radii based on bar's corner states (handle null bar)
readonly property real tlMultX: bar ? getMultX(bar.topLeftCornerState) : 1
readonly property real tlMultY: bar ? getMultY(bar.topLeftCornerState) : 1
readonly property real tlRadius: bar ? getCornerRadius(bar.topLeftCornerState) : 0
readonly property real trMultX: bar ? getMultX(bar.topRightCornerState) : 1
readonly property real trMultY: bar ? getMultY(bar.topRightCornerState) : 1
readonly property real trRadius: bar ? getCornerRadius(bar.topRightCornerState) : 0
readonly property real brMultX: bar ? getMultX(bar.bottomRightCornerState) : 1
readonly property real brMultY: bar ? getMultY(bar.bottomRightCornerState) : 1
readonly property real brRadius: bar ? getCornerRadius(bar.bottomRightCornerState) : 0
readonly property real blMultX: bar ? getMultX(bar.bottomLeftCornerState) : 1
readonly property real blMultY: bar ? getMultY(bar.bottomLeftCornerState) : 1
readonly property real blRadius: bar ? getCornerRadius(bar.bottomLeftCornerState) : 0
// ShapePath configuration
strokeWidth: -1 // No stroke, fill only
fillColor: Qt.alpha(Color.mSurface, Settings.data.bar.backgroundOpacity)
// Starting position (top-left corner, after the arc)
// Use mapped coordinates relative to the Shape container
startX: barMappedPos.x + tlRadius * tlMultX
startY: barMappedPos.y
// Smooth color animation
Behavior on fillColor {
ColorAnimation {
duration: Style.animationFast
}
}
// ========== PATH DEFINITION ==========
// Draws a rectangle with potentially inverted corners
// All coordinates are relative to startX/startY
// Top edge (moving right)
PathLine {
relativeX: (bar ? bar.width : 0) - root.tlRadius * root.tlMultX - root.trRadius * root.trMultX
relativeY: 0
}
// Top-right corner arc
PathArc {
relativeX: root.trRadius * root.trMultX
relativeY: root.trRadius * root.trMultY
radiusX: root.trRadius
radiusY: root.trRadius
direction: root.getArcDirection(root.trMultX, root.trMultY)
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: (bar ? bar.height : 0) - root.trRadius * root.trMultY - root.brRadius * root.brMultY
}
// Bottom-right corner arc
PathArc {
relativeX: -root.brRadius * root.brMultX
relativeY: root.brRadius * root.brMultY
radiusX: root.brRadius
radiusY: root.brRadius
direction: root.getArcDirection(root.brMultX, root.brMultY)
}
// Bottom edge (moving left)
PathLine {
relativeX: -((bar ? bar.width : 0) - root.brRadius * root.brMultX - root.blRadius * root.blMultX)
relativeY: 0
}
// Bottom-left corner arc
PathArc {
relativeX: -root.blRadius * root.blMultX
relativeY: -root.blRadius * root.blMultY
radiusX: root.blRadius
radiusY: root.blRadius
direction: root.getArcDirection(root.blMultX, root.blMultY)
}
// Left edge (moving up) - closes the path back to start
PathLine {
relativeX: 0
relativeY: -((bar ? bar.height : 0) - root.blRadius * root.blMultY - root.tlRadius * root.tlMultY)
}
// Top-left corner arc (back to start)
PathArc {
relativeX: root.tlRadius * root.tlMultX
relativeY: -root.tlRadius * root.tlMultY
radiusX: root.tlRadius
radiusY: root.tlRadius
direction: root.getArcDirection(root.tlMultX, root.tlMultY)
}
}