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+/****************************************************************************
+**
+** Copyright (C) 2014 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 2.2
+import QtQuick.Particles 2.0
+import fbitem 1.0
+
+Rectangle {
+ id: root
+ color: "lightBlue"
+ property alias currentText: edit.text
+ property alias multisample: fbitem.multisample
+
+ ParticleSystem {
+ anchors.fill: parent
+ running: true
+
+ ImageParticle {
+ source: "qrc:///particleresources/glowdot.png"
+ alpha: 0
+ colorVariation: 1
+ }
+
+ Emitter {
+ anchors.fill: parent
+ lifeSpan: 3000
+ emitRate: 30
+ size: 50
+ sizeVariation: 10
+ velocity: PointDirection { xVariation: 10; yVariation: 10; }
+ acceleration: PointDirection {
+ y: -10
+ xVariation: 5
+ yVariation: 5
+ }
+ }
+ }
+
+ Rectangle {
+ y: 10
+ width: parent.width / 2
+ height: edit.contentHeight + 4
+ anchors.horizontalCenter: parent.horizontalCenter
+ border.color: "gray"
+ border.width: 2
+ radius: 8
+ color: "lightGray"
+ clip: true
+ TextInput {
+ id: edit
+ anchors.horizontalCenter: parent.horizontalCenter
+ maximumLength: 30
+ focus: true
+ font.pointSize: 20
+ }
+ }
+
+ Rectangle {
+ width: 300
+ height: 300
+ anchors.centerIn: parent
+ color: "red"
+ NumberAnimation on rotation { from: 0; to: 360; duration: 20000; loops: Animation.Infinite; }
+ }
+
+ FbItem {
+ id: fbitem
+ anchors.fill: parent
+ SequentialAnimation on eye.y {
+ loops: Animation.Infinite
+ NumberAnimation {
+ from: 0
+ to: 0.15
+ duration: 1000
+ }
+ NumberAnimation {
+ from: 0.15
+ to: 0
+ duration: 2000
+ }
+ }
+ SequentialAnimation on eye.x {
+ loops: Animation.Infinite
+ NumberAnimation {
+ from: 0
+ to: -0.5
+ duration: 3000
+ }
+ NumberAnimation {
+ from: -0.5
+ to: 0.5
+ duration: 3000
+ easing.type: Easing.OutQuad
+ }
+ NumberAnimation {
+ from: 0.5
+ to: 0
+ duration: 1000
+ }
+ }
+ SequentialAnimation on rotation.y {
+ loops: Animation.Infinite
+ NumberAnimation {
+ from: 0
+ to: 360
+ duration: 5000
+ }
+ NumberAnimation {
+ from: 360
+ to: 0
+ duration: 2500
+ }
+ }
+ SequentialAnimation on rotation.x {
+ loops: Animation.Infinite
+ NumberAnimation {
+ from: 0
+ to: 360
+ duration: 6000
+ }
+ NumberAnimation {
+ from: 360
+ to: 0
+ duration: 3000
+ }
+ }
+ }
+
+ Text {
+ id: effText
+ text: edit.text
+ anchors.centerIn: parent
+ font.pointSize: 60
+ style: Text.Outline
+ styleColor: "green"
+ }
+
+ ShaderEffectSource {
+ id: effSource
+ sourceItem: effText
+ hideSource: true
+ }
+
+ ShaderEffect {
+ SequentialAnimation on scale {
+ loops: Animation.Infinite
+ NumberAnimation { from: 1.0; to: 2.0; duration: 1000; easing.type: Easing.InCirc }
+ PauseAnimation { duration: 1000 }
+ NumberAnimation { from: 2.0; to: 0.5; duration: 1000; easing.type: Easing.OutExpo }
+ NumberAnimation { from: 0.5; to: 1.0; duration: 500 }
+ PauseAnimation { duration: 1000 }
+ }
+ width: effText.width
+ height: effText.height
+ anchors.centerIn: parent
+ property variant source: effSource
+ property real amplitude: 0.002
+ property real frequency: 10
+ property real time: 0
+ NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 1000 }
+ fragmentShader:
+ "uniform lowp float qt_Opacity;" +
+ "uniform highp float amplitude;" +
+ "uniform highp float frequency;" +
+ "uniform highp float time;" +
+ "uniform sampler2D source;" +
+ "varying highp vec2 qt_TexCoord0;" +
+ "void main() {" +
+ " highp vec2 p = sin(time + frequency * qt_TexCoord0);" +
+ " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" +
+ "}"
+ }
+}