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<h1 class="title">FlipBar.qml Example File</h1>
<span class="subtitle">demos/tweetsearch/content/FlipBar.qml</span>
<!-- $$$demos/tweetsearch/content/FlipBar.qml-description -->
<div class="descr"> <a name="details"></a>
<pre class="qml">

  <span class="comment">/****************************************************************************
  **
  ** Copyright (C) 2017 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the examples of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** 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.
  **
  ** BSD License Usage
  ** Alternatively, you may use this file under the terms of the BSD license
  ** as follows:
  **
  ** &quot;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
  ** &quot;AS IS&quot; 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,
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  ** 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.&quot;
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/</span>

  import QtQuick 2.0

  <span class="type"><a href="qml-qtquick-item.html">Item</a></span> {
      <span class="name">id</span>: <span class="name">container</span>
      property <span class="type">int</span> <span class="name">animDuration</span>: <span class="number">300</span>
      property <span class="type"><a href="qml-qtquick-item.html">Item</a></span> <span class="name">front</span>: <span class="name">Item</span> {}
      property <span class="type"><a href="qml-qtquick-item.html">Item</a></span> <span class="name">back</span>: <span class="name">Item</span> {}
      property <span class="type">real</span> <span class="name">factor</span>: <span class="number">0.1</span> <span class="comment">// amount the edges fold in for the 3D effect</span>
      property <span class="type">alias</span> <span class="name">delta</span>: <span class="name">effect</span>.<span class="name">delta</span>
      property <span class="type"><a href="qml-qtquick-item.html">Item</a></span> <span class="name">cur</span>: <span class="name">frontShown</span> ? <span class="name">front</span> : <span class="name">back</span>
      property <span class="type"><a href="qml-qtquick-item.html">Item</a></span> <span class="name">noncur</span>: <span class="name">frontShown</span> ? <span class="name">back</span> : <span class="name">front</span>

      <span class="keyword">function</span> <span class="name">swap</span>() {
          var <span class="name">tmp</span> = <span class="name">front</span>;
          <span class="name">front</span> <span class="operator">=</span> <span class="name">back</span>;
          <span class="name">back</span> <span class="operator">=</span> <span class="name">tmp</span>;
          <span class="name">resync</span>();
      }

      <span class="name">width</span>: <span class="name">cur</span>.<span class="name">width</span>
      <span class="name">height</span>: <span class="name">cur</span>.<span class="name">height</span>
      <span class="name">onFrontChanged</span>: <span class="name">resync</span>();
      <span class="name">onBackChanged</span>: <span class="name">resync</span>();

      <span class="keyword">function</span> <span class="name">resync</span>() {<span class="comment">//TODO: Are the items ever actually visible?</span>
          <span class="name">back</span>.<span class="name">parent</span> <span class="operator">=</span> <span class="name">container</span>;
          <span class="name">front</span>.<span class="name">parent</span> <span class="operator">=</span> <span class="name">container</span>;
          <span class="name">frontShown</span> ? <span class="name">back</span>.<span class="name">visible</span> <span class="operator">=</span> <span class="number">false</span> : <span class="name">front</span>.<span class="name">visible</span> <span class="operator">=</span> <span class="number">false</span>;
      }

      property <span class="type">bool</span> <span class="name">frontShown</span>: <span class="number">true</span>

      <span class="name">onFrontShownChanged</span>: {
          <span class="name">back</span>.<span class="name">visible</span> <span class="operator">=</span> !<span class="name">frontShown</span>
          <span class="name">front</span>.<span class="name">visible</span> <span class="operator">=</span> <span class="name">frontShown</span>
      }

      <span class="keyword">function</span> <span class="name">flipUp</span>(<span class="name">start</span>) {
          <span class="name">effect</span>.<span class="name">visible</span> <span class="operator">=</span> <span class="number">true</span>;
          <span class="name">effect</span>.<span class="name">sourceA</span> <span class="operator">=</span> <span class="name">effect</span>.<span class="name">source1</span>
          <span class="name">effect</span>.<span class="name">sourceB</span> <span class="operator">=</span> <span class="name">effect</span>.<span class="name">source2</span>
          <span class="keyword">if</span> (<span class="name">start</span> <span class="operator">==</span> <span class="name">undefined</span>)
              <span class="name">start</span> <span class="operator">=</span> <span class="number">1.0</span>;
          <span class="name">deltaAnim</span>.<span class="name">from</span> <span class="operator">=</span> <span class="name">start</span>;
          <span class="name">deltaAnim</span>.<span class="name">to</span> <span class="operator">=</span> <span class="number">0.0</span>
          <span class="name">dAnim</span>.<span class="name">start</span>();
          <span class="name">frontShown</span> <span class="operator">=</span> <span class="number">false</span>;
      }

      <span class="keyword">function</span> <span class="name">flipDown</span>(<span class="name">start</span>) {
          <span class="name">effect</span>.<span class="name">visible</span> <span class="operator">=</span> <span class="number">true</span>;
          <span class="name">effect</span>.<span class="name">sourceA</span> <span class="operator">=</span> <span class="name">effect</span>.<span class="name">source1</span>
          <span class="name">effect</span>.<span class="name">sourceB</span> <span class="operator">=</span> <span class="name">effect</span>.<span class="name">source2</span>
          <span class="keyword">if</span> (<span class="name">start</span> <span class="operator">==</span> <span class="name">undefined</span>)
              <span class="name">start</span> <span class="operator">=</span> <span class="number">0.0</span>;
          <span class="name">deltaAnim</span>.<span class="name">from</span> <span class="operator">=</span> <span class="name">start</span>;
          <span class="name">deltaAnim</span>.<span class="name">to</span> <span class="operator">=</span> <span class="number">1.0</span>
          <span class="name">dAnim</span>.<span class="name">start</span>();
          <span class="name">frontShown</span> <span class="operator">=</span> <span class="number">true</span>;
      }

      <span class="type"><a href="qml-qtquick-shadereffect.html">ShaderEffect</a></span> {
          <span class="name">id</span>: <span class="name">effect</span>
          <span class="name">width</span>: <span class="name">cur</span>.<span class="name">width</span>
          <span class="name">height</span>: <span class="name">cur</span>.<span class="name">height</span>
          property <span class="type">real</span> <span class="name">factor</span>: <span class="name">container</span>.<span class="name">factor</span> <span class="operator">*</span> <span class="name">width</span>
          property <span class="type">real</span> <span class="name">delta</span>: <span class="number">1.0</span>

          <span class="name">mesh</span>: <span class="name">GridMesh</span> { <span class="name">resolution</span>: <span class="name">Qt</span>.<span class="name">size</span>(<span class="number">8</span>,<span class="number">2</span>) }

          SequentialAnimation on <span class="name">delta</span> {
              <span class="name">id</span>: <span class="name">dAnim</span>
              <span class="name">running</span>: <span class="number">false</span>
              <span class="type"><a href="qml-qtquick-numberanimation.html">NumberAnimation</a></span> {
              <span class="name">id</span>: <span class="name">deltaAnim</span>
              <span class="name">duration</span>: <span class="name">animDuration</span><span class="comment">//expose anim</span>
              }
          }

          property <span class="type">variant</span> <span class="name">sourceA</span>: <span class="name">source1</span>
          property <span class="type">variant</span> <span class="name">sourceB</span>: <span class="name">source1</span>
          property <span class="type">variant</span> <span class="name">source1</span>: <span class="name">ShaderEffectSource</span> {
              <span class="name">sourceItem</span>: <span class="name">front</span>
              <span class="name">hideSource</span>: <span class="name">effect</span>.<span class="name">visible</span>
          }

          property <span class="type">variant</span> <span class="name">source2</span>: <span class="name">ShaderEffectSource</span> {
              <span class="name">sourceItem</span>: <span class="name">back</span>
              <span class="name">hideSource</span>: <span class="name">effect</span>.<span class="name">visible</span>
          }

          <span class="name">fragmentShader</span>: <span class="string">&quot;
              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 &lt; 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;
              }
          &quot;</span>
          property <span class="type">real</span> <span class="name">h</span>: <span class="name">height</span>
          <span class="name">vertexShader</span>: <span class="string">&quot;
          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;
          }&quot;</span>

      }
  }

</pre>
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