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@@ -40,7 +40,7 @@ Window {
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id: moveAnimation
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id: moveAnimation
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running: true
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running: true
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loops: Animation.Infinite
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loops: Animation.Infinite
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- PropertyAnimation{target: rect; property: "x"; from: 10; to: source.width - rect.width - 10; duration: 1500; easing.type: Easing.OutCirc}
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+ PropertyAnimation{target: rect; property: "x"; from: 10; to: source.width - rect.width - 10; duration: 1000}
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PropertyAnimation{target: rect; property: "y"; from: 10; to: source.height - rect.height - 10; duration: 1000/*; easing.type: Easing.OutCirc*/}
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PropertyAnimation{target: rect; property: "y"; from: 10; to: source.height - rect.height - 10; duration: 1000/*; easing.type: Easing.OutCirc*/}
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PropertyAnimation{target: rect; property: "x"; from: source.width - rect.width - 10; to: 10; duration: 1000/*; easing.type: Easing.OutCirc*/}
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PropertyAnimation{target: rect; property: "x"; from: source.width - rect.width - 10; to: 10; duration: 1000/*; easing.type: Easing.OutCirc*/}
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PropertyAnimation{target: rect; property: "y"; from: source.height - rect.height - 10; to: 0; duration: 1000/*; easing.type: Easing.OutCirc*/}
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PropertyAnimation{target: rect; property: "y"; from: source.height - rect.height - 10; to: 0; duration: 1000/*; easing.type: Easing.OutCirc*/}
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@@ -116,23 +116,23 @@ Window {
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// }
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// }
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// }
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// }
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- }
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-
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- ShaderEffectSource{
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- id: sourceShader
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- visible: false // Do not render it (will only be rendered when called grapToImage()
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- sourceItem: source
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- width: source.width
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- height: source.height
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- live: false // Will only be updated, when explicitly called for
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-
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- function save() {
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- scheduleUpdate() // explicitly update. grabToImage() will force rendering afterwards.
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- sourceShader.grabToImage(function(result) {
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- d.images.push(result)
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- })
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- }
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- }
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+ } // source item
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+
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+// ShaderEffectSource{
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+// id: sourceShader
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+// visible: false // Do not render it (will only be rendered when called grapToImage()
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+// sourceItem: source
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+// width: source.width
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+// height: source.height
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+// live: false // Will only be updated, when explicitly called for
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+
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+// function save() {
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+// scheduleUpdate() // explicitly update. grabToImage() will force rendering afterwards.
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+// sourceShader.grabToImage(function(result) {
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+// d.images.push(result)
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+// })
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+// }
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+// }
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Timer{
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Timer{
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id: timeToScreenShoot
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id: timeToScreenShoot
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@@ -142,7 +142,7 @@ Window {
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onTriggered: {
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onTriggered: {
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// sourceShader.save()
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// sourceShader.save()
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source.grabToImage(function(result) {
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source.grabToImage(function(result) {
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- d.images.push(result)
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+// d.images.push(result)
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})
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})
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}
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}
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}
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}
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