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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
z: 1
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;
}
}
}
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