Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/Arrow.qml
Miikka Heikkinen 97788c457e QmlDesigner: MoveGizmo improvements in 3D edit view
Mouse press and release are now properly handled by MouseArea3D.
This fixes various issues:

- No need to move the mouse after release for release to register.
- Drag is no longer limited to the 3D edit window, though it is still
  limited to the screen.
- Drag arrows no longer register start of drag if you click outside
  the arrow and then move the cursor over the arrow while holding the
  mouse button down.

Also added the missing center ball to the MoveGizmo to allow free
dragging along the camera plane.

Change-Id: Iab55ae79f8af024534510e5fd29379532ac74025
Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
2019-11-01 08:49:12 +00:00

131 lines
4.2 KiB
QML

/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Creator.
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** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
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import QtQuick 2.0
import QtQuick3D 1.0
import MouseArea3D 1.0
Model {
id: arrow
rotationOrder: Node.XYZr
source: "meshes/arrow.mesh"
property View3D view3D
property alias color: material.emissiveColor
property Node targetNode: null
property bool dragging: false
readonly property bool hovering: mouseAreaYZ.hovering || mouseAreaXZ.hovering
property var _pointerPosPressed
property var _targetStartPos
signal positionCommit()
signal positionMove()
materials: DefaultMaterial {
id: material
emissiveColor: "white"
lighting: DefaultMaterial.NoLighting
}
function handlePressed(mouseArea, pointerPosition)
{
if (!targetNode)
return;
var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
_pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition);
var sp = targetNode.scenePosition;
_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z);
dragging = true;
}
function posInParent(mouseArea, pointerPosition)
{
var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
var scenePointerPos = mouseArea.mapPositionToScene(maskedPosition);
var sceneRelativeDistance = Qt.vector3d(
scenePointerPos.x - _pointerPosPressed.x,
scenePointerPos.y - _pointerPosPressed.y,
scenePointerPos.z - _pointerPosPressed.z);
var newScenePos = Qt.vector3d(
_targetStartPos.x + sceneRelativeDistance.x,
_targetStartPos.y + sceneRelativeDistance.y,
_targetStartPos.z + sceneRelativeDistance.z);
return targetNode.parent.mapPositionFromScene(newScenePos);
}
function handleDragged(mouseArea, pointerPosition)
{
if (!targetNode)
return;
targetNode.position = posInParent(mouseArea, pointerPosition);
arrow.positionMove();
}
function handleReleased(mouseArea, pointerPosition)
{
if (!targetNode)
return;
targetNode.position = posInParent(mouseArea, pointerPosition);
dragging = false;
arrow.positionCommit();
}
MouseArea3D {
id: mouseAreaYZ
view3D: arrow.view3D
x: 0
y: -1.5
width: 12
height: 3
rotation: Qt.vector3d(0, 0, 90)
grabsMouse: targetNode
onPressed: arrow.handlePressed(mouseAreaYZ, pointerPosition)
onDragged: arrow.handleDragged(mouseAreaYZ, pointerPosition)
onReleased: arrow.handleReleased(mouseAreaYZ, pointerPosition)
}
MouseArea3D {
id: mouseAreaXZ
view3D: arrow.view3D
x: 0
y: -1.5
width: 12
height: 3
rotation: Qt.vector3d(0, 90, 90)
grabsMouse: targetNode
onPressed: arrow.handlePressed(mouseAreaXZ, pointerPosition)
onDragged: arrow.handleDragged(mouseAreaXZ, pointerPosition)
onReleased: arrow.handleReleased(mouseAreaXZ, pointerPosition)
}
}