/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** 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 The Qt Company Ltd 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 property alias currentText: edit.text property alias multisample: fbitem.multisample property bool translucency: false gradient: Gradient { id: grad GradientStop { position: 0; color: "steelblue" } GradientStop { position: 1; color: "black" } } onTranslucencyChanged: { if (translucency) { root.color = "transparent"; root.gradient = null; } else { root.color = "white"; root.gradient = grad; } } 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 } } 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;" + "}" } }