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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;
}"
}
}