feat: animate the bubble like face id
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@@ -5,13 +5,19 @@
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// from a video, so it is sharp at any size and every part can move on its own.
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//
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// idle still
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// scanning the face looks around inside the brackets, the brackets breathe
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// scanning the face turns its head around inside the brackets, the
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// brackets breathe
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// tracking a face is in view: it looks straight ahead, brackets close in
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// success the face gives way to a tick, the brackets turn green
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// failure it shakes its head and the smile goes flat
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// success the rings (below), then a tick in the one that is left
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// failure it turns red and shakes its head, as on iOS
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// lockout a lock instead of a face
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//
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// The rings are Face ID's in the Dynamic Island: the face gives way to two
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// crossed rings that tumble in 3D with a soft glow, slow down, and land flat
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// facing forward; one fades, the other sharpens, and the tick draws inside it.
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import QtQuick
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import QtQuick.Effects
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import QtQuick.Shapes
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Item {
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@@ -21,25 +27,41 @@ Item {
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property color color: Theme.textPrimary
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property real lineWidth: width * 0.055
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// The verdict is showing: after the rings on success, at once on failure.
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signal settled(bool success)
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readonly property real u: width / 100
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readonly property bool looking: mode === "scanning"
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readonly property color bracketColor: mode === "success" ? Theme.success
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: mode === "failure" ? Theme.failure
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: root.color
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// -- where the face looks, while it looks around
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// -- the head turning round while it looks, as Face ID's does. The
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// features sit on a head at different depths (the nose in front, the
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// mouth further back) and turn with it, so the nose swings further than
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// the eyes and the face narrows on the side it turns away from.
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property real lookAngle: 0
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NumberAnimation on lookAngle {
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running: root.looking
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from: 0
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to: 2 * Math.PI
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duration: 2400
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duration: 2000
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loops: Animation.Infinite
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}
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property real lookAmount: root.looking ? 1 : 0
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Behavior on lookAmount { NumberAnimation { duration: 300; easing.type: Easing.InOutQuad } }
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readonly property real lookX: 3.5 * u * Math.cos(lookAngle) * lookAmount
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readonly property real lookY: 2.2 * u * Math.sin(lookAngle) * lookAmount
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Behavior on lookAmount { NumberAnimation { duration: 350; easing.type: Easing.InOutQuad } }
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readonly property real yaw: 0.34 * Math.cos(lookAngle) * lookAmount
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readonly property real pitch: 0.2 * Math.sin(lookAngle) * lookAmount
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// A point of the face, x and y from the middle and z towards the viewer
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// (all in hundredths of the glyph), turned with the head and drawn flat.
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function faceX(x, y, z) {
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return (50 + x * Math.cos(yaw) + z * Math.sin(yaw)) * u
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}
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function faceY(x, y, z) {
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const depth = z * Math.cos(yaw) - x * Math.sin(yaw)
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return (50 + y * Math.cos(pitch) - depth * Math.sin(pitch)) * u
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}
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// -- the smile, flat on failure
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property real smile: mode === "failure" ? 0 : 1
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@@ -54,13 +76,150 @@ Item {
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NumberAnimation { from: 1; to: 0; duration: 700; easing.type: Easing.InOutSine }
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onRunningChanged: if (!running) root.breathe = 0
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}
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readonly property real bracketScale: mode === "tracking" ? 0.9
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: mode === "success" ? 1.04
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: 1 - 0.04 * breathe
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readonly property real bracketScale: mode === "tracking" ? 0.9 : 1 - 0.04 * breathe
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// -- the rings, on one timeline
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// Through the success, 0 to 1.
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property real t: 0
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property real tick: 0
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function smooth(from, to, p) {
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const x = Math.max(0, Math.min(1, (p - from) / (to - from)))
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return x * x * (3 - 2 * x)
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}
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// How far the rings have turned at p: speeding up from rest, fastest a
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// quarter of the way in, then settling softly, facing forward.
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function turned(p) {
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return p * p * (10 - p * (20 - p * (15 - 4 * p)))
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}
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readonly property real faceGone: smooth(0, 0.22, t)
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readonly property real ringsIn: smooth(0.04, 0.26, t)
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readonly property real turn: turned(Math.min(1, t / 0.7))
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readonly property real ringSize: 40 * (0.7 + 0.3 * ringsIn)
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// One ring turns over once and round a quarter, ending flat; the other
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// crosses it, tilted, and fades as they land.
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readonly property var ringA: ring(0, -360 * turn, 90 * turn, ringSize)
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readonly property var ringB: ring(70 + 360 * turn, 30 + 360 * turn, -90 * turn, ringSize)
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// Gone by the time the tick starts, so it draws in a clean ring.
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readonly property real ringBShown: 1 - smooth(0.36, 0.58, t)
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// How dim the far half is: more the more a ring is tilted, none flat.
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readonly property real ringABack: 1 - 0.6 * tilt(ringA)
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readonly property real ringBBack: 1 - 0.6 * tilt(ringB)
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// Sharpens as it settles and on while the tick draws, not in one go.
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readonly property real glow: 1 - smooth(0.42, 0.75, t)
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onModeChanged: {
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succeed.stop()
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drawTick.stop()
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t = 0
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tick = 0
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// From mode itself: bindings on it may not have caught up yet.
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if (mode === "failure") {
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shakeAnimation.restart()
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settled(false)
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} else if (mode === "success") {
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succeed.start()
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}
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}
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SequentialAnimation {
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id: succeed
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ParallelAnimation {
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NumberAnimation { target: root; property: "t"; from: 0; to: 1; duration: 850 }
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// The tick starts as the ring comes to rest, so the one motion
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// runs on into the other.
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SequentialAnimation {
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PauseAnimation { duration: 470 }
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ScriptAction { script: drawTick.start() }
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}
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}
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ScriptAction { script: root.settled(true) }
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}
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NumberAnimation {
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id: drawTick
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target: root
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property: "tick"
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to: 1
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duration: 260
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easing.type: Easing.OutQuad
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}
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// A ring of the given size turned in 3D (degrees about x, then y, then
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// z), as points x and y from the middle and z towards the viewer.
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function ring(ax, ay, az, radius) {
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const d = Math.PI / 180
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const ca = Math.cos(ax * d), sa = Math.sin(ax * d)
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const cb = Math.cos(ay * d), sb = Math.sin(ay * d)
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const cg = Math.cos(az * d), sg = Math.sin(az * d)
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const points = []
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for (let i = 0; i < 64; ++i) {
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const phi = 2 * Math.PI * i / 64
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let x = radius * Math.cos(phi)
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let y = radius * Math.sin(phi) * ca
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let z = radius * Math.sin(phi) * sa
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const x1 = x * cb + z * sb
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z = z * cb - x * sb
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x = x1
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const x2 = x * cg - y * sg
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y = x * sg + y * cg
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x = x2
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points.push([x, y, z])
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}
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return points
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}
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// How far a ring leans out of the screen, 0 flat to 1 edge on.
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function tilt(points) {
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let most = 0
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for (let i = 0; i < points.length; ++i) {
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most = Math.max(most, Math.abs(points[i][2]))
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}
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return points.length ? most / Math.max(1, Math.hypot(points[0][0], points[0][1], points[0][2])) : 0
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}
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function onScreen(p) {
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return Qt.point((50 + p[0]) * u, (50 + p[1]) * u)
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}
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// The half of a ring in front of the middle, or behind it, in one piece
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// and reaching one point into the other half so the two meet.
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function half(points, front) {
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const n = points.length
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const inFront = i => points[(i + n) % n][2] >= -1e-6
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let start = -1
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for (let i = 0; i < n; ++i) {
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if (inFront(i) === front && inFront(i - 1) !== front) {
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start = i
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break
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}
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}
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const out = []
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if (start < 0) {
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if (inFront(0) === front) {
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for (let i = 0; i <= n; ++i) {
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out.push(onScreen(points[i % n]))
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}
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}
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return out
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}
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out.push(onScreen(points[(start + n - 1) % n]))
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let i = start
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while (inFront(i) === front && i < start + n) {
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out.push(onScreen(points[i % n]))
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++i
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}
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out.push(onScreen(points[i % n]))
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return out
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}
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function whole(points) {
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const out = points.map(onScreen)
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out.push(out[0])
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return out
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}
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function faded(c, alpha) {
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return Qt.rgba(c.r, c.g, c.b, alpha)
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}
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// -- a shake of the head
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property real shake: 0
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onModeChanged: if (mode === "failure") shakeAnimation.restart()
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SequentialAnimation {
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id: shakeAnimation
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NumberAnimation { target: root; property: "shake"; to: -9; duration: 55; easing.type: Easing.OutQuad }
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@@ -76,46 +235,113 @@ Item {
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anchors.fill: parent
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transform: Translate { x: root.shake * root.u }
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// Brackets
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Shape {
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id: brackets
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// Brackets, giving way to the rings
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Item {
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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scale: root.bracketScale
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Behavior on scale { NumberAnimation { duration: 260; easing.type: Easing.OutBack } }
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opacity: 1 - root.faceGone
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scale: 1 - 0.15 * root.faceGone
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component Bracket: ShapePath {
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strokeColor: root.bracketColor
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strokeWidth: root.lineWidth
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fillColor: "transparent"
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capStyle: ShapePath.RoundCap
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joinStyle: ShapePath.RoundJoin
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Behavior on strokeColor { ColorAnimation { duration: 220 } }
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Shape {
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id: brackets
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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scale: root.bracketScale
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Behavior on scale { NumberAnimation { duration: 260; easing.type: Easing.OutBack } }
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component Bracket: ShapePath {
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strokeColor: root.bracketColor
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strokeWidth: root.lineWidth
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fillColor: "transparent"
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capStyle: ShapePath.RoundCap
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joinStyle: ShapePath.RoundJoin
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Behavior on strokeColor { ColorAnimation { duration: 220 } }
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}
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Bracket {
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startX: 6 * root.u; startY: 30 * root.u
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PathLine { x: 6 * root.u; y: 19 * root.u }
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PathQuad { x: 19 * root.u; y: 6 * root.u; controlX: 6 * root.u; controlY: 6 * root.u }
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PathLine { x: 30 * root.u; y: 6 * root.u }
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}
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Bracket {
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startX: 70 * root.u; startY: 6 * root.u
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PathLine { x: 81 * root.u; y: 6 * root.u }
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PathQuad { x: 94 * root.u; y: 19 * root.u; controlX: 94 * root.u; controlY: 6 * root.u }
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PathLine { x: 94 * root.u; y: 30 * root.u }
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}
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Bracket {
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startX: 94 * root.u; startY: 70 * root.u
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PathLine { x: 94 * root.u; y: 81 * root.u }
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PathQuad { x: 81 * root.u; y: 94 * root.u; controlX: 94 * root.u; controlY: 94 * root.u }
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PathLine { x: 70 * root.u; y: 94 * root.u }
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}
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Bracket {
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startX: 30 * root.u; startY: 94 * root.u
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PathLine { x: 19 * root.u; y: 94 * root.u }
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PathQuad { x: 6 * root.u; y: 81 * root.u; controlX: 6 * root.u; controlY: 94 * root.u }
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PathLine { x: 6 * root.u; y: 70 * root.u }
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}
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}
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}
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// The rings: a soft glow under them, their far halves dimmed, the near
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// halves on top.
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Item {
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anchors.fill: parent
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visible: root.t > 0
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opacity: root.ringsIn
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Shape {
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anchors.fill: parent
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opacity: 0.8 * root.glow
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layer.enabled: parent.visible && root.glow > 0
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layer.effect: MultiEffect {
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blurEnabled: true
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blur: 1
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blurMax: 20
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}
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ShapePath {
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strokeColor: root.bracketColor
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strokeWidth: root.lineWidth * 1.6
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fillColor: "transparent"
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PathPolyline { path: root.whole(root.ringA) }
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}
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ShapePath {
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strokeColor: root.faded(root.bracketColor, root.ringBShown)
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strokeWidth: root.lineWidth * 1.6
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fillColor: "transparent"
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PathPolyline { path: root.whole(root.ringB) }
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}
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}
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Bracket {
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startX: 6 * root.u; startY: 30 * root.u
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PathLine { x: 6 * root.u; y: 19 * root.u }
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PathQuad { x: 19 * root.u; y: 6 * root.u; controlX: 6 * root.u; controlY: 6 * root.u }
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PathLine { x: 30 * root.u; y: 6 * root.u }
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}
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Bracket {
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startX: 70 * root.u; startY: 6 * root.u
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PathLine { x: 81 * root.u; y: 6 * root.u }
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PathQuad { x: 94 * root.u; y: 19 * root.u; controlX: 94 * root.u; controlY: 6 * root.u }
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PathLine { x: 94 * root.u; y: 30 * root.u }
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}
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Bracket {
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startX: 94 * root.u; startY: 70 * root.u
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PathLine { x: 94 * root.u; y: 81 * root.u }
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PathQuad { x: 81 * root.u; y: 94 * root.u; controlX: 94 * root.u; controlY: 94 * root.u }
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PathLine { x: 70 * root.u; y: 94 * root.u }
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}
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Bracket {
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startX: 30 * root.u; startY: 94 * root.u
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PathLine { x: 19 * root.u; y: 94 * root.u }
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PathQuad { x: 6 * root.u; y: 81 * root.u; controlX: 6 * root.u; controlY: 94 * root.u }
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PathLine { x: 6 * root.u; y: 70 * root.u }
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Shape {
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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component RingPath: ShapePath {
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fillColor: "transparent"
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strokeWidth: root.lineWidth
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capStyle: ShapePath.RoundCap
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joinStyle: ShapePath.RoundJoin
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}
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RingPath {
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strokeColor: root.faded(root.bracketColor, root.ringABack)
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PathPolyline { path: root.half(root.ringA, false) }
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}
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RingPath {
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strokeColor: root.faded(root.bracketColor, root.ringBBack * root.ringBShown)
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PathPolyline { path: root.half(root.ringB, false) }
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}
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RingPath {
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strokeColor: root.faded(root.bracketColor, root.ringBShown)
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PathPolyline { path: root.half(root.ringB, true) }
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}
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RingPath {
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strokeColor: root.bracketColor
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PathPolyline { path: root.half(root.ringA, true) }
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}
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}
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}
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@@ -124,14 +350,14 @@ Item {
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id: face
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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opacity: root.mode === "success" || root.mode === "lockout" ? 0 : 1
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scale: root.mode === "success" ? 0.6 : 1
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Behavior on opacity { NumberAnimation { duration: 180 } }
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Behavior on scale { NumberAnimation { duration: 220; easing.type: Easing.InQuad } }
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transform: Translate { x: root.lookX; y: root.lookY }
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// Gives way to the rings, and to the lock.
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property real shown: root.mode === "lockout" ? 0 : 1
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Behavior on shown { NumberAnimation { duration: 180 } }
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opacity: shown * (1 - root.faceGone)
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scale: 1 - 0.2 * root.faceGone
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component Feature: ShapePath {
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strokeColor: root.mode === "failure" ? Theme.failure : root.color
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strokeColor: root.bracketColor
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strokeWidth: root.lineWidth
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fillColor: "transparent"
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capStyle: ShapePath.RoundCap
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@@ -141,32 +367,42 @@ Item {
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// Eyes
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Feature {
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startX: 34 * root.u; startY: 36 * root.u
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PathLine { x: 34 * root.u; y: 45 * root.u }
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startX: root.faceX(-16, -14, 26); startY: root.faceY(-16, -14, 26)
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PathLine { x: root.faceX(-16, -5, 26); y: root.faceY(-16, -5, 26) }
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}
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Feature {
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startX: 66 * root.u; startY: 36 * root.u
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PathLine { x: 66 * root.u; y: 45 * root.u }
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startX: root.faceX(16, -14, 26); startY: root.faceY(16, -14, 26)
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PathLine { x: root.faceX(16, -5, 26); y: root.faceY(16, -5, 26) }
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}
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// Nose, with its little hook
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Feature {
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startX: 50 * root.u; startY: 37 * root.u
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PathLine { x: 50 * root.u; y: 56 * root.u }
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PathQuad { x: 45 * root.u; y: 61 * root.u; controlX: 50 * root.u; controlY: 61 * root.u }
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startX: root.faceX(0, -13, 29); startY: root.faceY(0, -13, 29)
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PathLine { x: root.faceX(0, 6, 37); y: root.faceY(0, 6, 37) }
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PathQuad {
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x: root.faceX(-5, 11, 31); y: root.faceY(-5, 11, 31)
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controlX: root.faceX(0, 11, 35); controlY: root.faceY(0, 11, 35)
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}
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}
|
||||
// Mouth
|
||||
Feature {
|
||||
startX: 35 * root.u; startY: 70 * root.u
|
||||
PathQuad { x: 65 * root.u; y: 70 * root.u; controlX: 50 * root.u; controlY: (70 + 11 * root.smile) * root.u }
|
||||
startX: root.faceX(-15, 20, 21); startY: root.faceY(-15, 20, 21)
|
||||
PathQuad {
|
||||
x: root.faceX(15, 20, 21); y: root.faceY(15, 20, 21)
|
||||
controlX: root.faceX(0, 20 + 11 * root.smile, 24); controlY: root.faceY(0, 20 + 11 * root.smile, 24)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The tick, drawn inside the ring as it comes to rest
|
||||
Checkmark {
|
||||
anchors.fill: parent
|
||||
scale: 0.75
|
||||
transform: Translate { x: 1.5 * root.u }
|
||||
color: Theme.success
|
||||
lineWidth: root.lineWidth * 1.15
|
||||
progress: root.mode === "success" ? 1 : 0
|
||||
Behavior on progress { NumberAnimation { duration: 380; easing.type: Easing.OutCubic } }
|
||||
lineWidth: root.lineWidth / 0.75
|
||||
progress: root.tick
|
||||
// Its first dot fades in rather than popping up.
|
||||
opacity: Math.min(1, root.tick * 8)
|
||||
}
|
||||
|
||||
LockGlyph {
|
||||
|
||||
Reference in new issue
Block a user