/******************************************************************************* * Copyright (c) 2013 Jørgen Lind * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * *******************************************************************************/ import QtQuick 2.0 import org.yat 1.0 ObjectDestructItem { id: cursor property real fontHeight property real fontWidth height: fontHeight width: fontWidth x: objectHandle.x * fontWidth y: objectHandle.y * fontHeight z: 1.1 visible: objectHandle.visible ShaderEffect { anchors.fill: parent property variant source: fragmentSource fragmentShader: "uniform lowp float qt_Opacity;" + "uniform sampler2D source;" + "varying highp vec2 qt_TexCoord0;" + "void main() {" + " lowp vec4 color = texture2D(source, qt_TexCoord0 ) * qt_Opacity;" + " gl_FragColor = vec4(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);" + "}" ShaderEffectSource { id: fragmentSource sourceItem: background live: true sourceRect: Qt.rect(cursor.x,cursor.y,cursor.width,cursor.height); } } }