FlipBar.qml Example File

demos/tweetsearch/content/FlipBar.qml
/****************************************************************************
**
** 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 2.0

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;
        }"

    }
}

© 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.