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import QtQuick 2.2
import QtQuick.Particles 2.0
import fbitem 1.0
Rectangle {
id: root
property alias currentText: edit.text
property alias multisample: fbitem.multisample
property bool translucency: false
gradient: Gradient {
id: grad
GradientStop { position: 0; color: "steelblue" }
GradientStop { position: 1; color: "black" }
}
onTranslucencyChanged: {
if (translucency) {
root.color = "transparent";
root.gradient = null;
} else {
root.color = "white";
root.gradient = grad;
}
}
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
}
}
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;" +
"}"
}
}