![Peter Hartmann](/assets/img/avatar_default.png)
* Add IOT dashboard example * Add images * more content * add pie chart * Add skin factories etc. * more work on the pie chart * Try to use quick shapes * Revert "Try to use quick shapes" This reverts commit df6b5b22a339173d2a70ed85744b598811c26b30. Doesn't work that easily unfortunately. * implement design * Add fonts; for now as a resource We should use fontconfig of course later * improve menu bar * implement top bar * use QNanoPainter for circular graphs * Revert "use QNanoPainter for circular graphs" This reverts commit ba0263cb1c19462cc41063ec7087c95e176c8293. Try with QQuickPaintedItem instead for now. * use painted items for circular bar graphs (for now) * use different colors * use some gradients all of this is very hackish still * add to top bar * fix fonts and time display * implement usage * implement indoor temperature * implement Humidity * implement My Devices * fix opacity issue with devices * make icons quadratic with some quick fixes as usual * Add diagram * try to smooth out curves * Add diagram caption * use tiny font * make caption smaller * add wekdays * add grid lines * fix my devices * add light intensity * add box around each section * rename Card to Box * Put indoor temperature inside a box * put Humidity in a box * put the rest in a box * some small stuff * add kirigami code * something works somehow * maybe we don't need our own class still some work to do, but the main thing works * add shadow from outside ... because the class is not a QskControl * fine-tune the layout * cross compilation: Make sure examples find libraries at link time * fix compilation for embedded target * add night time skin * add new button class to better style it * more hints for the night time skin * change hints for dimmer * change hints for progress bars * Use animator for light dimmer * use animator for progress bars * Add Kirigami code It was on oversight that this was forgotten earlier. We could of course strip this down a lot to the part that we are actually using (i.e. the shadowed rectangle). * fix build with new QSkinny version * fix paddings, something in the API changed * fix stretch factors * fix build with new version * clang tidy fixes * fix unused parameter warnings should clean this up properly * beautify example * use astyle * style menu bar properly * fix warning * more size hints * refactor skins * more skin hints * graphic label skin hints * menu item states instead of own API * main grid box styling * top bar styling * fix build * style round progress bars * style time * style indoor temperature and humidity * simplify temperature and humidity * style some more * style My Devices section * style My Devices some more * fix styles when switching between them * style diagram * style more elements inside diagram * more diagram style * fix skin changes * style light intensity * Fix Humidity * fix light intensity layout and other stuff * style light intensity * style button value label * style round button * style button boxes some more * style menu bar top label * style menu bar icons * remove ShadowBox, it is not used * style shadow boxes * remove QskShadowedRectangle We are not using it * style usage spacer * fine tune * Refactor diagram before replacing it * Add Diagram drawn with OpenGL * use new Diagram class * Support more than one data point in a diagram * change data points and colors a bit * position caption box * adapt the spline to show nice curves * remove boost::math dependency We just hardcode the values here so we can get rid of the dependency. * Remove kirigami code that we don't need We only need the shadow * move kirigami code * rename header guards * add license headers * rename some classes
48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
/*
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* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
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*
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* SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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// See sdf.glsl for the SDF related functions.
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// This is a version of shadowedborderrectangle.frag for extremely low powered
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// hardware (PinePhone). It does not draw a shadow and also eliminates alpha
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// blending.
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uniform lowp float opacity;
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uniform lowp float size;
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uniform lowp vec4 radius;
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uniform lowp vec4 color;
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uniform lowp vec4 shadowColor;
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uniform lowp vec2 offset;
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uniform lowp vec2 aspect;
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uniform lowp float borderWidth;
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uniform lowp vec4 borderColor;
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#ifdef CORE_PROFILE
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in lowp vec2 uv;
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out lowp vec4 out_color;
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#else
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varying lowp vec2 uv;
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#define out_color gl_FragColor
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#define texture texture2D
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#endif
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void main()
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{
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lowp vec4 col = vec4(0.0);
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// Calculate the outer rectangle distance field.
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lowp float outer_rect = sdf_rounded_rectangle(uv, aspect, radius);
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col = sdf_render(outer_rect, col, vec4(borderColor.rgb, 1.0));
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// The inner distance field is the outer reduced by border width.
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lowp float inner_rect = outer_rect + borderWidth * 2.0;
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col = sdf_render(inner_rect, col, vec4(color.rgb, 1.0));
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out_color = col * opacity;
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}
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