/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of Qt for Device Creation. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 import QtQuick.Particles 2.0 Item { id: root property alias text: buttonTextItem.text property bool effectsOn: true signal clicked width: buttonBackgroundImage.width height: buttonBackgroundImage.height scale: mouseArea.pressed && mouseArea.containsMouse ? 0.9 : 1.0 opacity: mouseArea.pressed && mouseArea.containsMouse ? 0.8 : 1.0 Behavior on scale { NumberAnimation { duration: 150; easing.type: Easing.OutQuad } } Behavior on opacity { NumberAnimation { duration: 150; easing.type: Easing.OutQuad } } BorderImage { id: buttonBackgroundImage source: "images/button.png" border.left: 24 border.right: 24 border.top: 20 border.bottom: 20 width: 140 } // Stars effect ParticleSystem { id: particleSystem anchors.fill: buttonBackgroundImage running: root.effectsOn ImageParticle { source: "images/star.png" rotationVariation: 180 color:"#ffffff" } Emitter { width: parent.width height: 8 emitRate: 16 lifeSpan: 2000 size: 32 sizeVariation: 16 endSize: 8 velocity: PointDirection{ y: 20; x:-2; xVariation: 5; yVariation: 10 } } Turbulence { width: parent.width height: (parent.height / 2) strength: 8 } } // Button background ShaderEffectSource { id: shaderSource anchors.fill: buttonBackgroundImage sourceItem: buttonBackgroundImage hideSource: true visible: false } // Particles ShaderEffectSource { id: shaderSource2 anchors.fill: particleSystem sourceItem: particleSystem hideSource: true visible: false } // Mask particles inside the button ShaderEffect { id: shaderEffectItem anchors.fill: shaderSource property variant source: shaderSource property variant source2: shaderSource2 fragmentShader: " uniform sampler2D source; uniform sampler2D source2; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; void main() { lowp vec4 pix = texture2D(source, qt_TexCoord0); lowp vec4 pix2 = texture2D(source2, qt_TexCoord0); gl_FragColor = qt_Opacity * (pix + pix.a * pix2); }" } Text { id: buttonTextItem anchors.centerIn: parent color: "#000000" font.pixelSize: 28 } MouseArea { id: mouseArea anchors.fill: parent anchors.margins: -16 onClicked: { root.clicked(); } } }