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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia Plc 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 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
+
+ onFrontShownChanged: {
+ back.visible = !frontShown
+ front.visible = frontShown
+ }
+
+ 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;
+ }
+
+ 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;
+ }
+
+ ShaderEffect {
+ id: effect
+ width: cur.width
+ height: cur.height
+ property real factor: container.factor * width
+ property real delta: 1.0
+
+ mesh: GridMesh { resolution: Qt.size(8,2) }
+
+ SequentialAnimation on delta {
+ id: dAnim
+ running: false
+ NumberAnimation {
+ id: deltaAnim
+ duration: animDuration//expose anim
+ }
+ }
+
+ 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() {
+ 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);
+ } 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
+ pos.y = delta * h;
+ gl_Position = qt_Matrix * pos;
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ }"
+
+ }
+}