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Files
DankMaterialShell/quickshell/Widgets/DankRipple.qml
2026-02-17 09:27:18 -05:00

105 lines
3.2 KiB
QML

import QtQuick
import qs.Common
Item {
id: root
property color rippleColor: Theme.primary
property real cornerRadius: 0
property bool enableRipple: typeof SettingsData !== "undefined" ? (SettingsData.enableRippleEffects ?? true) : true
property real _rippleX: 0
property real _rippleY: 0
property real _rippleMaxRadius: 0
readonly property alias animating: rippleAnim.running
anchors.fill: parent
function trigger(x, y) {
if (!enableRipple || Theme.currentAnimationSpeed === SettingsData.AnimationSpeed.None)
return;
_rippleX = x;
_rippleY = y;
const dist = (ox, oy) => ox * ox + oy * oy;
_rippleMaxRadius = Math.sqrt(Math.max(dist(x, y), dist(x, height - y), dist(width - x, y), dist(width - x, height - y)));
rippleAnim.restart();
}
SequentialAnimation {
id: rippleAnim
PropertyAction {
target: rippleFx
property: "rippleCenterX"
value: root._rippleX
}
PropertyAction {
target: rippleFx
property: "rippleCenterY"
value: root._rippleY
}
PropertyAction {
target: rippleFx
property: "rippleRadius"
value: 0
}
PropertyAction {
target: rippleFx
property: "rippleOpacity"
value: 0.10
}
ParallelAnimation {
DankAnim {
target: rippleFx
property: "rippleRadius"
from: 0
to: root._rippleMaxRadius
duration: Theme.expressiveDurations.expressiveDefaultSpatial
easing.bezierCurve: Theme.expressiveCurves.standardDecel
}
SequentialAnimation {
PauseAnimation {
duration: Math.round(Theme.expressiveDurations.expressiveDefaultSpatial * 0.6)
}
DankAnim {
target: rippleFx
property: "rippleOpacity"
to: 0
duration: Theme.expressiveDurations.expressiveDefaultSpatial
easing.bezierCurve: Theme.expressiveCurves.standard
}
}
}
}
ShaderEffect {
id: rippleFx
visible: rippleAnim.running
property real rippleCenterX: 0
property real rippleCenterY: 0
property real rippleRadius: 0
property real rippleOpacity: 0
x: Math.max(0, rippleCenterX - rippleRadius)
y: Math.max(0, rippleCenterY - rippleRadius)
width: Math.max(0, Math.min(root.width, rippleCenterX + rippleRadius) - x)
height: Math.max(0, Math.min(root.height, rippleCenterY + rippleRadius) - y)
property real widthPx: width
property real heightPx: height
property real cornerRadiusPx: root.cornerRadius
property real offsetX: x
property real offsetY: y
property real parentWidth: root.width
property real parentHeight: root.height
property vector4d rippleCol: Qt.vector4d(root.rippleColor.r, root.rippleColor.g, root.rippleColor.b, root.rippleColor.a)
fragmentShader: Qt.resolvedUrl("../Shaders/qsb/ripple.frag.qsb")
}
}