/**************************************************************************** ** ** Copyright (C) 2016 Jolla Ltd, author: ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the test suite of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.2 import QtTest 1.1 import QtQuick.Window 2.0 Item { id: root; width: 200 height: 200 TestCase { id: testCase name: "animators-mixed" when: countdown == 0 function test_endresult() { verify(true, "Just making sure we didn't crash"); } } property int countdown: 5; Window { id: window width: 100 height: 100 ShaderEffect { width: 50 height: 50 property real t; UniformAnimator on t { from: 0; to: 1; duration: 1000; loops: Animation.Infinite } RotationAnimator on rotation { from: 0; to: 360; duration: 1000; loops: Animation.Infinite } ScaleAnimator on scale { from: 0.5; to: 1.5; duration: 1000; loops: Animation.Infinite } XAnimator on x { from: 0; to: 50; duration: 1000; loops: Animation.Infinite } YAnimator on y { from: 0; to: 50; duration: 1000; loops: Animation.Infinite } OpacityAnimator on opacity { from: 1; to: 0.5; duration: 1000; loops: Animation.Infinite } fragmentShader: " uniform lowp float t; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; void main() { gl_FragColor = vec4(qt_TexCoord0, t, 1) * qt_Opacity; } " } visible: true } Timer { interval: 250 running: true repeat: true onTriggered: { if (window.visible) --countdown window.visible = !window.visible; } } }