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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;" +
"}"
}
}
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