According to the documentation of ListModel.get, "The returned object is not guaranteed to remain valid. It should not be used in property bindings." So the property bindings have been removed, and a js function has been introduced to update the properties upon list change. Task-number: QTBUG-49221 Change-Id: Idaed746ca237198b52a3aff0234076331e1512c1 Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com> Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@theqtcompany.com>
98 lines
3.2 KiB
QML
98 lines
3.2 KiB
QML
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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** This file is part of the Qt Mobility Components.
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**
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** $QT_BEGIN_LICENSE:LGPL21$
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**
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** GNU Lesser General Public License Usage
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****************************************************************************/
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// Based on http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/
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import QtQuick 2.0
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Item {
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id: root
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property bool divider: true
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property real dividerValue: 0.5
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property ListModel parameters: ListModel {
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ListElement {
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name: "Radius"
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value: 0.5
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}
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onDataChanged: updateBlurSize()
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}
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function updateBlurSize()
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{
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if ((targetHeight > 0) && (targetWidth > 0))
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{
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verticalBlurSize = 4.0 * parameters.get(0).value / targetHeight;
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horizontalBlurSize = 4.0 * parameters.get(0).value / targetWidth;
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}
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}
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property alias targetWidth: verticalShader.targetWidth
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property alias targetHeight: verticalShader.targetHeight
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property alias source: verticalShader.source
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property alias horizontalBlurSize: horizontalShader.blurSize
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property alias verticalBlurSize: verticalShader.blurSize
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Effect {
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id: verticalShader
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anchors.fill: parent
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dividerValue: parent.dividerValue
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property real blurSize: 0.0
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onTargetHeightChanged: {
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updateBlurSize()
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}
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onTargetWidthChanged: {
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updateBlurSize()
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}
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fragmentShaderFilename: "gaussianblur_v.fsh"
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}
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Effect {
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id: horizontalShader
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anchors.fill: parent
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dividerValue: parent.dividerValue
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property real blurSize: 0.0
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fragmentShaderFilename: "gaussianblur_h.fsh"
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source: horizontalShaderSource
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ShaderEffectSource {
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id: horizontalShaderSource
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sourceItem: verticalShader
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smooth: true
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hideSource: true
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}
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}
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}
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