/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt Quick Controls 2 module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.11 import QtQuick.Templates 2.4 as T import QtQuick.Controls 2.4 import QtQuick.Controls.impl 2.4 import QtQuick.Controls.Material 2.4 import QtQuick.Controls.Material.impl 2.4 T.RoundButton { id: control implicitWidth: Math.max(background ? background.implicitWidth : 0, contentItem.implicitWidth + leftPadding + rightPadding) implicitHeight: Math.max(background ? background.implicitHeight : 0, contentItem.implicitHeight + topPadding + bottomPadding) baselineOffset: contentItem.y + contentItem.baselineOffset // external vertical padding is 6 (to increase touch area) padding: 12 spacing: 6 icon.width: 24 icon.height: 24 icon.color: !enabled ? Material.hintTextColor : flat && highlighted ? Material.accentColor : highlighted ? Material.primaryHighlightedTextColor : Material.foreground Material.elevation: flat ? control.down || control.hovered ? 2 : 0 : control.down ? 12 : 6 Material.background: flat ? "transparent" : undefined contentItem: IconLabel { spacing: control.spacing mirrored: control.mirrored display: control.display icon: control.icon text: control.text font: control.font color: !control.enabled ? control.Material.hintTextColor : control.flat && control.highlighted ? control.Material.accentColor : control.highlighted ? control.Material.primaryHighlightedTextColor : control.Material.foreground } // TODO: Add a proper ripple/ink effect for mouse/touch input and focus state background: Rectangle { implicitWidth: 48 implicitHeight: 48 // external vertical padding is 6 (to increase touch area) x: 6 y: 6 width: parent.width - 12 height: parent.height - 12 radius: control.radius color: !control.enabled ? control.Material.buttonDisabledColor : control.checked || control.highlighted ? control.Material.highlightedButtonColor : control.Material.buttonColor Rectangle { width: parent.width height: parent.height radius: control.radius visible: control.hovered || control.visualFocus color: control.Material.rippleColor } Rectangle { width: parent.width height: parent.height radius: control.radius visible: control.down color: control.Material.rippleColor } // The layer is disabled when the button color is transparent so that you can do // Material.background: "transparent" and get a proper flat button without needing // to set Material.elevation as well layer.enabled: control.enabled && control.Material.buttonColor.a > 0 layer.effect: ElevationEffect { elevation: control.Material.elevation } } }