blob: 8ea6aab9a7a5318ff5911ecb11ec7ecb03972d92 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2016 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
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****************************************************************************/
import QtQuick 2.2
import QtTest 1.1
import QtQuick.Window 2.0
Item {
id: root;
width: 200
height: 200
TestCase {
id: testCase
name: "animators-mixed"
when: countdown == 0
function test_endresult() {
verify(true, "Just making sure we didn't crash");
}
}
property int countdown: 5;
Window {
id: window
width: 100
height: 100
ShaderEffect {
width: 50
height: 50
property real t;
UniformAnimator on t { from: 0; to: 1; duration: 1000; loops: Animation.Infinite }
RotationAnimator on rotation { from: 0; to: 360; duration: 1000; loops: Animation.Infinite }
ScaleAnimator on scale { from: 0.5; to: 1.5; duration: 1000; loops: Animation.Infinite }
XAnimator on x { from: 0; to: 50; duration: 1000; loops: Animation.Infinite }
YAnimator on y { from: 0; to: 50; duration: 1000; loops: Animation.Infinite }
OpacityAnimator on opacity { from: 1; to: 0.5; duration: 1000; loops: Animation.Infinite }
fragmentShader: "
uniform lowp float t;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
void main() {
gl_FragColor = vec4(qt_TexCoord0, t, 1) * qt_Opacity;
}
"
}
visible: true
}
Timer {
interval: 250
running: true
repeat: true
onTriggered: {
if (window.visible)
--countdown
window.visible = !window.visible;
}
}
}