It is now possible to change the font, but the window gets reloaded.

This commit is contained in:
Filippo Scognamiglio 2013-12-27 22:25:33 +01:00
parent 54d854c32a
commit 9bcfb93e1c
4 changed files with 237 additions and 226 deletions

View File

@ -47,4 +47,5 @@ OTHER_FILES += \
qml/cool-old-term/frames/images/black-frame.png \
qml/cool-old-term/frames/images/black-frame-normals.png \
qml/cool-old-term/frames/NoFrame.qml \
qml/cool-old-term/MainContainer.qml
qml/cool-old-term/MainContainer.qml \
qml/cool-old-term/TerminalWindow.qml

View File

@ -22,6 +22,11 @@ Item{
property int font_index: 2
property var fonts_list: fontlist
onFont_indexChanged: {
terminalwindowloader.source = "";
terminalwindowloader.source = "TerminalWindow.qml";
}
FontLoader{
property int pixelSize: fontlist.get(font_index).pixelSize
id: currentfont

View File

@ -0,0 +1,224 @@
import QtQuick 2.1
import QtQuick.Window 2.0
import QtQuick.Controls 1.0
import QtGraphicalEffects 1.0
ApplicationWindow{
id: terminalWindow
width: 1024
height: 768
title: qsTr("Terminal")
menuBar: MenuBar {
id: menubar
Menu {
title: qsTr("File")
MenuItem { text: "Close"; onTriggered: terminalWindow.close()}
}
Menu {
title: qsTr("Edit")
MenuItem {
text: qsTr("Settings")
onTriggered: {
var component = Qt.createComponent("SettingsWindow.qml");
component.createObject(terminalWindow);
}
}
}
}
visible: true
Item{
id: maincontainer
anchors.fill: parent
anchors.top: menuBar.bottom
clip: true
ShaderEffectSource{
id: theSource
sourceItem: terminal
sourceRect: frame.sourceRect
}
ShaderEffect {
id: shadercontainer
anchors.fill: terminal
blending: true
z: 1.9
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property variant source: theSource
property size txt_Size: Qt.size(terminal.width, terminal.height)
property real time: 0
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real brightness: 1.0
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
Behavior on brightness {
NumberAnimation{
duration: 250
onRunningChanged:
if(!running) shadercontainer.brightness = 1.0;
}
}
Behavior on horizontal_distortion {
NumberAnimation{
duration: 150
onRunningChanged:
if(!running) shadercontainer.horizontal_distortion = 0.0;
}
}
Loader{
active: shadersettings.screen_flickering != 0
sourceComponent: Timer{
property real randval
id: flickertimer
interval: 500
onTriggered: {
randval = Math.random();
if(randval < shadersettings.screen_flickering){
shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
}
randval = Math.random();
if(randval < shadersettings.screen_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
}
repeat: true
running: true
}
}
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real horizontal_distortion: 0.0
//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
from: -1
to: 100
duration: 5000
loops: Animation.Infinite
}
fragmentShader: "
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
uniform highp vec2 txt_Size;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float noise_strength;
uniform highp float screen_distorsion;
uniform highp float glowing_line_strength;
uniform highp float brightness;
uniform highp float deltax;
uniform highp float deltay;
uniform highp float scanlines;
uniform highp float horizontal_distortion;
float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.25;
return rand(floor(newP), time);
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5;
}
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion ;
return (coords + cc * (1.0 + dist) * dist);
}
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
}
vec4 blurredColor(sampler2D source, vec2 coords){
vec4 sum = vec4(0.0);
sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
return sum;
}
void main() {
vec2 coords = distortCoordinates(qt_TexCoord0);
//TODO This formula could be improved
float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
float scanline_alpha = getScanlineIntensity(coords) * scanlines;
float noise = stepNoise(coords) * noise_strength;
float randomPass = randomPass(coords) * glowing_line_strength;
color += noise + randomPass;
vec3 finalColor = mix(background_color, font_color, color).rgb;
finalColor = mix(finalColor, vec3(0.0), scanline_alpha);
gl_FragColor = vec4(finalColor * brightness, 1.0);
}"
}
Loader{
property rect sourceRect: item.sourceRect
id: frame
anchors.fill: parent
z: 2.1
source: shadersettings.frame_source
}
TerminalScreen {
id: terminal
anchors.fill: parent
//FIXME: Ugly forced clear terminal at the beginning
Component.onCompleted: {
terminal.screen.sendKey("l", 76, 67108864);
}
}
RadialGradient{
id: ambientreflection
z: 2.0
anchors.fill: parent
cached: true
opacity: shadersettings.ambient_light * 0.66
gradient: Gradient{
GradientStop{position: 0.0; color: "white"}
GradientStop{position: 0.7; color: "#00000000"}
}
}
}
}

View File

@ -29,232 +29,13 @@ import QtQuick.Window 2.0
import QtQuick.Controls 1.0
import QtGraphicalEffects 1.0
ApplicationWindow{
id: terminalWindow
width: 1024
height: 768
title: qsTr("Terminal")
menuBar: MenuBar {
id: menubar
Menu {
title: qsTr("File")
MenuItem { text: "Close"; onTriggered: mainwindow.close()}
}
Menu {
title: qsTr("Edit")
MenuItem {
text: qsTr("Settings")
onTriggered: {
var component = Qt.createComponent("SettingsWindow.qml");
component.createObject(terminalWindow);
}
}
}
Item{
ShaderSettings{
id: shadersettings
}
visible: true
Item{
id: maincontainer
anchors.fill: parent
anchors.top: menuBar.bottom
clip: true
ShaderSettings{
id: shadersettings
}
ShaderEffectSource{
id: theSource
sourceItem: terminal
sourceRect: frame.sourceRect
}
ShaderEffect {
id: shadercontainer
anchors.fill: terminal
blending: true
z: 1.9
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property variant source: theSource
property size txt_Size: Qt.size(terminal.width, terminal.height)
property real time: 0
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real brightness: 1.0
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
Behavior on brightness {
NumberAnimation{
duration: 250
onRunningChanged:
if(!running) shadercontainer.brightness = 1.0;
}
}
Behavior on horizontal_distortion {
NumberAnimation{
duration: 150
onRunningChanged:
if(!running) shadercontainer.horizontal_distortion = 0.0;
}
}
Loader{
active: shadersettings.screen_flickering != 0
sourceComponent: Timer{
property real randval
id: flickertimer
interval: 500
onTriggered: {
randval = Math.random();
if(randval < shadersettings.screen_flickering){
shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
}
randval = Math.random();
if(randval < shadersettings.screen_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
}
repeat: true
running: true
}
}
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real horizontal_distortion: 0.0
//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
from: -1
to: 100
duration: 5000
loops: Animation.Infinite
}
fragmentShader: "
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
uniform highp vec2 txt_Size;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float noise_strength;
uniform highp float screen_distorsion;
uniform highp float glowing_line_strength;
uniform highp float brightness;
uniform highp float deltax;
uniform highp float deltay;
uniform highp float scanlines;
uniform highp float horizontal_distortion;
float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.25;
return rand(floor(newP), time);
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5;
}
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion ;
return (coords + cc * (1.0 + dist) * dist);
}
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
}
vec4 blurredColor(sampler2D source, vec2 coords){
vec4 sum = vec4(0.0);
sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
return sum;
}
void main() {
vec2 coords = distortCoordinates(qt_TexCoord0);
//TODO This formula could be improved
float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
float scanline_alpha = getScanlineIntensity(coords) * scanlines;
float noise = stepNoise(coords) * noise_strength;
float randomPass = randomPass(coords) * glowing_line_strength;
color += noise + randomPass;
vec3 finalColor = mix(background_color, font_color, color).rgb;
finalColor = mix(finalColor, vec3(0.0), scanline_alpha);
gl_FragColor = vec4(finalColor * brightness, 1.0);
}"
}
Loader{
property rect sourceRect: item.sourceRect
id: frame
anchors.fill: parent
z: 2.1
source: shadersettings.frame_source
}
TerminalScreen {
id: terminal
anchors.fill: parent
//FIXME: Ugly forced clear terminal at the beginning
Component.onCompleted: {
terminal.screen.sendKey("l", 76, 67108864);
}
}
Loader{
id: terminalloader
anchors.fill: parent
asynchronous: true
sourceComponent: terminal
}
RadialGradient{
id: ambientreflection
z: 2.0
anchors.fill: parent
cached: true
opacity: shadersettings.ambient_light * 0.66
gradient: Gradient{
GradientStop{position: 0.0; color: "white"}
GradientStop{position: 0.7; color: "#00000000"}
}
}
Loader{
id: terminalwindowloader
source: "TerminalWindow.qml"
}
}