/* GCompris - BalanceItem.qml * * Copyright (C) 2014-2015 Holger Kaelberer * * Authors: * Holger Kaelberer * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, see . */ import QtQuick 2.0 import Box2D 2.0 import QtGraphicalEffects 1.0 import "../../core" Item { id: item z: 2 // above most property alias world: itemBody.world property alias imageSource: itemImage.source property alias body: itemBody property alias bodyType: itemBody.bodyType property alias linearDamping: itemBody.linearDamping property alias fixtures: itemBody.fixtures property alias sensor: itemFixture.sensor property alias categories: itemFixture.categories property alias collidesWith: itemFixture.collidesWith property alias density: itemFixture.density property alias friction: itemFixture.friction property alias restitution: itemFixture.restitution property alias shadow: itemShadow.visible property alias shadowHorizontalOffset: itemShadow.horizontalOffset property alias shadowVerticalOffset: itemShadow.verticalOffset signal beginContact(Item item, Item other) signal endContact(Item item, Item other) Image { id: itemImage width: item.width height: item.height source: item.imageSource anchors.centerIn: parent } DropShadow { id: itemShadow anchors.fill: itemImage cached: true visible: false // note: dropping shadows for the walls is really expensive // in terms of CPU usage! radius: 0 samples: 16 color: "#80000000" source: itemImage } Body { id: itemBody target: item bodyType: Body.Static sleepingAllowed: false fixedRotation: true linearDamping: 0 fixtures: Circle { id: itemFixture radius: itemImage.width / 2 onBeginContact: item.beginContact(getBody().target, other.getBody().target) onEndContact: item.endContact(getBody().target, other.getBody().target) } } }