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authorYann Bodson <yann.bodson@nokia.com>2012-05-11 13:54:08 +1000
committerQt by Nokia <qt-info@nokia.com>2012-06-01 02:05:34 +0200
commitead5eaa77158b03f209596eb201b7b0b2f3170e9 (patch)
tree417fc8993efe710cfecfb0f25443516a8efb7b6b /examples/demos/tweetsearch/content/FlipBar.qml
parent4c671c046e8140bfb8372aab2c38aabe82b102b0 (diff)
Replace twitter demo with new tweetsearch demo
Change-Id: I1b4433e63184cb773056bb753011d6320254cd52 Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
Diffstat (limited to 'examples/demos/tweetsearch/content/FlipBar.qml')
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1 files changed, 215 insertions, 0 deletions
diff --git a/examples/demos/tweetsearch/content/FlipBar.qml b/examples/demos/tweetsearch/content/FlipBar.qml
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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 Nokia Corporation and its Subsidiary(-ies) 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
+
+Item {
+ id: container
+ property int animDuration: 300
+ property int wiggleDuration: 0 // 2x time spent each side to wiggle away before shrinking in
+ property real wiggleRoom: 0 // Size on each side it moves away before shrinking during the transition
+ property real squeezeFactor: 0.1 // More give a greater squeeze during transition (0.0 for none)
+ property Item above: Item {}
+ property Item front: Item {}
+ property Item back: Item {}
+ property real factor: 0.1 // amount the edges fold in for the 3D effect
+ property alias delta: effect.delta
+
+ property Item cur: frontShown ? front : back
+ property Item noncur:frontShown ? back : front
+ function swap() {
+ var tmp = front;
+ front = back;
+ back = tmp;
+ resync();
+ }
+
+ width: cur.width
+ height: cur.height
+ onFrontChanged: resync();
+ onBackChanged: resync();
+ function resync() {//TODO: Are the items ever actually visible?
+ back.parent = container;
+ front.parent = container;
+ frontShown ? back.visible = false : front.visible = false;
+ }
+ property bool frontShown: true
+ Rectangle {
+ anchors.fill: parent
+ color: "white"
+ }
+ function flipUp(start) {
+ effect.visible = true;
+ effect.sourceA = effect.source1
+ effect.sourceB = effect.source2
+ if (start == undefined)
+ start = 1.0;
+ deltaAnim.from = start;
+ deltaAnim.to = 0.0
+ dAnim.start();
+ frontShown = false;
+ sizeAnim.start();
+ }
+ function flipDown(start) {
+ effect.visible = true;
+ effect.sourceA = effect.source1
+ effect.sourceB = effect.source2
+ if (start == undefined)
+ start = 0.0;
+ deltaAnim.from = start;
+ deltaAnim.to = 1.0
+ dAnim.start();
+ frontShown = true;
+ sizeAnim.start();
+ }
+ SequentialAnimation on height {
+ id: sizeAnim
+ running: false
+ //Note: front has already swapped around when we start
+ NumberAnimation {
+ duration: wiggleDuration
+ to: noncur.height + wiggleRoom
+ }
+ NumberAnimation {
+ duration: animDuration/2
+ to: noncur.height - wiggleRoom * 2
+ }
+ NumberAnimation {
+ duration: animDuration/2
+ to: cur.height + wiggleRoom
+ }
+ NumberAnimation {
+ duration: wiggleDuration
+ to: cur.height
+ }
+ }
+ Binding {
+ target: above
+ property: "y"
+ value: -(container.height - effect.height) / 2
+ }
+ ShaderEffect {
+ id: effect
+ //Magic is a quadratic coefficient so that we get a down pointed parabola based on delta with value +1.0 for delta 0 and 1
+ //property real magic_x: delta - 0.5
+ //property real magic: (magic_x * magic_x) * 2 + 0.5
+ width: cur.width
+ height: cur.height// * magic*squeezeFactor
+ property real factor: container.factor * width
+ property real delta: 1.0
+ mesh: GridMesh { resolution: Qt.size(8,2) }//1x2 is all that's needed for the rect, but proper contents interpolation wants more
+ SequentialAnimation on delta {
+ id: dAnim
+ running: false
+ PauseAnimation { duration: wiggleDuration }
+ NumberAnimation {
+ id: deltaAnim
+ duration: animDuration//expose anim
+ //easing.type: Easing.OutQuart
+ }
+ }
+ property variant sourceA: source1
+ property variant sourceB: source1
+ property variant source1: ShaderEffectSource {
+ sourceItem: front
+ hideSource: effect.visible
+ }
+ property variant source2: ShaderEffectSource {
+ sourceItem: back
+ hideSource: effect.visible
+ }
+
+ fragmentShader: "
+ uniform lowp float qt_Opacity;
+ uniform sampler2D sourceA;
+ uniform sampler2D sourceB;
+ uniform highp float delta;
+ varying highp vec2 qt_TexCoord0;
+ void main() {
+ /* Pre-Vertex
+ highp vec4 tex = vec4(qt_TexCoord0.x, qt_TexCoord0.y / delta, qt_TexCoord0.x, (qt_TexCoord0.y-delta)/(1.0-delta));
+ //highp float shade = (1.0 - qt_TexCoord0.y) * delta;
+ //highp float shade = (1.0 - tex.w) * delta;
+ highp float shade = vec4(delta,delta,delta,0.0) ;
+ highp vec4 col;
+ if (delta > qt_TexCoord0.y)
+ col = texture2D(sourceA, tex.xy);
+ else
+ col = texture2D(sourceB, tex.zw) * (vec4(1.0,1.0,1.0,1.0) - shade);
+ gl_FragColor = vec4(col.x, col.y, col.z, 1.0) * qt_Opacity;
+ //gl_FragColor = vec4(0.0,1.0,delta,1.0) * qt_Opacity;
+ */
+ highp vec4 tex = vec4(qt_TexCoord0.x, qt_TexCoord0.y * 2.0, qt_TexCoord0.x, (qt_TexCoord0.y-0.5) * 2.0);
+ highp float shade = clamp(delta*2.0, 0.5, 1.0);
+ highp vec4 col;
+ if (qt_TexCoord0.y < 0.5) {
+ col = texture2D(sourceA, tex.xy) * (shade);
+ //w governed by shade
+ } else {
+ col = texture2D(sourceB, tex.zw) * (1.5 - shade);
+ col.w = 1.0;
+ }
+ gl_FragColor = col * qt_Opacity;
+ }
+ "
+ property real h: height
+ vertexShader: "
+ uniform highp float delta;
+ uniform highp float factor;
+ uniform highp float h;
+ uniform highp mat4 qt_Matrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+ void main() {
+ highp vec4 pos = qt_Vertex;
+ if (qt_MultiTexCoord0.y == 0.0)
+ pos.x += factor * (1. - delta) * (qt_MultiTexCoord0.x * -2.0 + 1.0);
+ else if (qt_MultiTexCoord0.y == 1.0)
+ pos.x += factor * (delta) * (qt_MultiTexCoord0.x * -2.0 + 1.0);
+ else // (qt_MultiTexCoord0.y == 0.5 )
+ pos.y = delta * h;
+ gl_Position = qt_Matrix * pos;
+ //highp vec2 tex = qt_MultiTexCoord0;
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ }"
+
+ }
+}