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qtdeclarative5-doc-5.12.6-1.mga7.noarch.rpm

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<h1 class="title">main.qml Example File</h1>
<span class="subtitle">scenegraph/textureinthread/main.qml</span>
<!-- $$$scenegraph/textureinthread/main.qml-description -->
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<pre class="qml">

  /****************************************************************************
  **
  ** 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:
  **
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  ** modification, are permitted provided that the following conditions are
  ** met:
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  import QtQuick 2.0

  import SceneGraphRendering 1.0

  Item {
      width: 400
      height: 400

      // The checkers background
      ShaderEffect {
          id: tileBackground
          anchors.fill: parent

          property real tileSize: 16
          property color color1: Qt.rgba(0.9, 0.9, 0.9, 1);
          property color color2: Qt.rgba(0.85, 0.85, 0.85, 1);

          property size pixelSize: Qt.size(width / tileSize, height / tileSize);

          fragmentShader:
              "
              uniform lowp vec4 color1;
              uniform lowp vec4 color2;
              uniform highp vec2 pixelSize;
              varying highp vec2 qt_TexCoord0;
              void main() {
                  highp vec2 tc = sign(sin(3.14159265358979323846 * qt_TexCoord0 * pixelSize));
                  if (tc.x != tc.y)
                      gl_FragColor = color1;
                  else
                      gl_FragColor = color2;
              }
              "
      }

      Renderer {
          id: renderer
          anchors.fill: parent
          anchors.margins: 10

          // The transform is just to show something interesting..
          transform: [
              Rotation { id: rotation; axis.x: 0; axis.z: 0; axis.y: 1; angle: 0; origin.x: renderer.width / 2; origin.y: renderer.height / 2; },
              Translate { id: txOut; x: -renderer.width / 2; y: -renderer.height / 2 },
              Scale { id: scale; },
              Translate { id: txIn; x: renderer.width / 2; y: renderer.height / 2 }
          ]

          Behavior on opacity { NumberAnimation { duration: 500 } }
          opacity: 0
          Component.onCompleted: renderer.opacity = 1;
      }

      // Just to show something interesting
      SequentialAnimation {
          PauseAnimation { duration: 5000 }
          ParallelAnimation {
              NumberAnimation { target: scale; property: "xScale"; to: 0.6; duration: 1000; easing.type: Easing.InOutBack }
              NumberAnimation { target: scale; property: "yScale"; to: 0.6; duration: 1000; easing.type: Easing.InOutBack }
          }
          NumberAnimation { target: rotation; property: "angle"; to: 80; duration: 1000; easing.type: Easing.InOutCubic }
          NumberAnimation { target: rotation; property: "angle"; to: -80; duration: 1000; easing.type: Easing.InOutCubic }
          NumberAnimation { target: rotation; property: "angle"; to: 0; duration: 1000; easing.type: Easing.InOutCubic }
          NumberAnimation { target: renderer; property: "opacity"; to: 0.5; duration: 1000; easing.type: Easing.InOutCubic }
          PauseAnimation { duration: 1000 }
          NumberAnimation { target: renderer; property: "opacity"; to: 0.8; duration: 1000; easing.type: Easing.InOutCubic }
          ParallelAnimation {
              NumberAnimation { target: scale; property: "xScale"; to: 1; duration: 1000; easing.type: Easing.InOutBack }
              NumberAnimation { target: scale; property: "yScale"; to: 1; duration: 1000; easing.type: Easing.InOutBack }
          }
          running: true
          loops: Animation.Infinite
      }

      Rectangle {
          id: labelFrame
          anchors.margins: -10
          radius: 5
          color: "white"
          border.color: "black"
          opacity: 0.8
          anchors.fill: label
      }

      Text {
          id: label
          anchors.bottom: renderer.bottom
          anchors.left: renderer.left
          anchors.right: renderer.right
          anchors.margins: 20
          wrapMode: Text.WordWrap
          text: "The blue rectangle with the vintage 'Q' is an FBO, rendered by the application in a dedicated background thread. The background thread juggles two FBOs, one that is being rendered to and one for displaying. The texture to display is posted to the scene graph and displayed using a QSGSimpleTextureNode."
      }

  }

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