import QtQuick 2.0 import QtQuick.Particles 2.0 Rectangle { id: particleRoot color: "#000000" anchors.fill: parent property real distance: parent.height*.4 property real angle: 0 property real movement: 0 property alias running: angleAnimation.running property int pointCount: mouseArea.pointCount + multiPointTouchArea.pointCount BootScreenDemo { width: Math.min(parent.width,parent.height) height: width anchors.centerIn: parent onFinished: { distanceAnimation.restart() angleAnimation.restart() } } RotationAnimation on angle { id: angleAnimation from: 0 to: 360 running: false duration: distanceAnimation.delay direction: RotationAnimation.Shortest loops: Animation.Infinite } SequentialAnimation on distance { id: distanceAnimation property int easingType:0 property int delay: 1000 running: false NumberAnimation { from: 0 to: parent.height*.4 duration: distanceAnimation.delay/2 easing.type: distanceAnimation.easingType } NumberAnimation { from: parent.height*.4 to: 0 duration: distanceAnimation.delay/2 easing.type: distanceAnimation.easingType } onRunningChanged: { if (!running){ var type = Math.floor(Math.random()*10) switch (type){ case 0: distanceAnimation.easingType=Easing.InOutBack break; case 1: distanceAnimation.easingType=Easing.InOutBounce break; case 2: distanceAnimation.easingType=Easing.InOutCirc break; case 3: distanceAnimation.easingType=Easing.InOutElastic break; case 4: distanceAnimation.easingType=Easing.InOutSine break; case 5: distanceAnimation.easingType=Easing.OutInQuad break; case 6: distanceAnimation.easingType=Easing.OutInCubic break; case 7: distanceAnimation.easingType=Easing.OutExpo break; case 8: distanceAnimation.easingType=Easing.OutCurve break; default: distanceAnimation.easingType=Easing.Linear break; } distanceAnimation.delay = 500 + Math.floor(Math.random()*1500) angleAnimation.from = 180 + Math.random()*90 - 45 particleRoot.movement = Math.random()*2 angleAnimation.restart() distanceAnimation.restart() } } } /** * Create five ParticleSysComponents for drawing particles * in the place of multitouch points with the given color. */ ParticleSysComponent{ id: p1; particleColor: "#ff0000"; startAngle: 1*360/(5-particleRoot.pointCount); } ParticleSysComponent{ id: p2; particleColor: "#00ff00"; startAngle: 2*360/(5-particleRoot.pointCount); } ParticleSysComponent{ id: p3; particleColor: "#0000ff"; startAngle: 3*360/(5-particleRoot.pointCount); } ParticleSysComponent{ id: p4; particleColor: "#ffff00"; startAngle: 4*360/(5-particleRoot.pointCount); } ParticleSysComponent{ id: p5; particleColor: "#ff00ff"; startAngle: 5*360/(5-particleRoot.pointCount); } /** * In this demo we only support five touch point at the same time. * One from mouseArea (because of Desktop-support) and four from MultiPointTouchArea. */ MultiPointTouchArea { id: multiPointTouchArea anchors.fill: parent minimumTouchPoints: 1 maximumTouchPoints: 6 property int pointCount:0 touchPoints: [ TouchPoint { id: point1 }, TouchPoint { id: point2 }, TouchPoint { id: point3 }, TouchPoint { id: point4 } ] onPressed: updatePointCount() onReleased: updatePointCount() onTouchUpdated: { p2.touchX = point1.x; p2.touchY = point1.y; p2.pressed = point1.pressed; p3.touchX = point2.x; p3.touchY = point2.y; p3.pressed = point2.pressed; p4.touchX = point3.x; p4.touchY = point3.y; p4.pressed = point3.pressed; p5.touchX = point4.x; p5.touchY = point4.y; p5.pressed = point4.pressed; } function updatePointCount(){ var tmp = 0 for (var i=0; i<4; i++) { if (touchPoints[i].pressed) tmp++ } pointCount = tmp } } /** * For desktop. */ MouseArea { id: mouseArea anchors.fill: parent property int pointCount:0 onPressed: { pointCount = 1; p1.touchX = mouse.x; p1.touchY = mouse.y; p1.pressed = true; } onReleased: { pointCount = 0; p1.pressed = false; } onPositionChanged: { p1.touchX = mouse.x; p1.touchY = mouse.y; } } }