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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; }" } }

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