This patch simplifies the grid a bit more by using Canvas instead of
Rectangles, so actually lowering the number of Items needed to create
the grid from 16 to just 1.
It works pretty neatly with no junctions problem at all.
REVIEW: 119283
Currently the grid itself is composed of 88 rectangles that draw all the
lines in a way that two big rect draws the whole two topmost horizontal
and leftmost vertical border lines and then each day rectangle is
drawing small bottom and right rect.
This patch reduces it to 13 rects only where one rect draws the whole
frame around the grid and then 1px wide/high rects draw the inner lines.
Results in much cleaner & simple code.
Plus there's a small refactor on the id names so it makes more sense.
This does not require any additional changes in the applets.
REVIEW: 119232
Qt Quick accessibility already picks up the text automatically. Instead
set the name (which is a descriptive element) to the placeholder text
which is more descriptive of the element. Otherwise Orca will read the
text twice.
the color properties are remotely useful only when used from QML
and risk to explode in number in the future,
it's not a good thing for a public c++ api.
Also, they will become kinda deprecated as in largely replaced by
the ColorRole api. Too late to remove those properties completely,
but still last days to move them at least out of c++ api.
(and in qml they could be removed in the future in a 2.1 version
of the import while still being present in 2.0 if needed)
This moves the color properties is a theme subclass available only from QML
REVIEW:118972
Included is a plasma theme to make it look the same.
A known regression is that SectionScroller is temporarily removed
but that is currently not used in plasma-desktop
and this fixes a lot more problems than it causes.
REVIEW: 114283
it's an import in core, and advertises itself as an "attached property"
with this we can:
say that all its chidren are of a certain context, like "button" or
"complementary"
then anywhere there will be available an attached property, as ColorScope,
so like:
PlasmaCore.ColorScope {
group: PlasmaCore.Theme.Complementary
PlasmaComponents.Label {
text: "foo"
color: ColorScope.textColor
}
}
- internally, smallSpacing, largeSpacing and gridUnit are entangled, and
all use the font's rendered size. This means we can save a
QFontMetrics construction by merging the updating of these three
props.
- A wanted side-effect is that the updating of spacing and gridunit now
happens at the same time, so they're updated consistently in the UI.
- Also, use compile-time connects for the Plasma::Theme::themeChanged
connection
1/8 is really ridiculously small, it ends up being 2px on almost all
systems, and using it between UI elements makes them look really
cramped. 1/4 works much better, and makes this property actually useful.
Basically splits the Calendar::m_startDate into 'today' and
'displayedDate', where displayedDate is the date that is displayed (it
controls the days model etc) and can be manipulated by the user by eg.
changing months in the plasmoid, and today is the current day, populated
by our dataengine (which means it auto-updates with no need for a
timer).
This allows for greater flexibility and things like "Go back to today"
when eg. the plasmoid is hidden or when the user have browsed too far in
the calendar and just wants to get back to today (the button to do that
pending).
Also this fixes a problem where the time dataengine is being polled
every 30secs for the clock and would reset the calendar view as the
startDate is currently bound to the dataengine and the view resets on
that change.
REVIEW: 118668
CCBUG: 336304
This enables and disabled menuitems with a timer, so we can see whether
dynamically updating these properties are propagated to the QMenu in the
proxy.
CCBUG:336281
* trigger an update after the animation finished as the IconItem needs to
switch to SVGTextureNode again
* Don't connect needlessly to a lambda slot
* FadingMaterialShader had the texture bind swapped
* Fix virtual method hidden warning in FadingMaterialShader
* Use dynamic_cast instead of static_cast to convert to SVGTextureNode
or FadingNode.
REVIEW: 118251