Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/RotateRing.qml
Miikka Heikkinen dbfdacecf4 QmlDesigner: Fix issues with MouseArea3D deactivation detection
Existing mouse grab is now released when MouseArea3D is deactivated
or set to no longer grab the mouse. Various gizmos were also set
to follow MouseArea3D's dragging property instead of keeping track
of drag themselves.

Change-Id: I49f968f20b26eb222fc8635b943e9144073fb164
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
2019-11-22 10:48:35 +00:00

132 lines
4.2 KiB
QML

/****************************************************************************
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import QtQuick 2.0
import QtQuick3D 1.0
import MouseArea3D 1.0
Model {
id: rotateRing
property View3D view3D
property alias color: material.emissiveColor
property Node targetNode: null
property bool dragging: mouseAreaMain.dragging
property bool active: false
property alias hovering: mouseAreaMain.hovering
property alias priority: mouseAreaMain.priority
property real currentAngle
property point currentMousePos
property vector3d _pointerPosPressed
property vector3d _targetPosOnScreen
property vector3d _startRotation
property bool _trackBall
signal rotateCommit()
signal rotateChange()
source: "meshes/ring.mesh"
Model {
id: pickModel
objectName: "PickModel for " + rotateRing.objectName
source: "meshes/ringselect.mesh"
pickable: true
}
materials: DefaultMaterial {
id: material
emissiveColor: "white"
lighting: DefaultMaterial.NoLighting
}
function applyLocalRotation(screenPos)
{
currentAngle = mouseAreaMain.getNewRotationAngle(targetNode, _pointerPosPressed,
Qt.vector3d(screenPos.x, screenPos.y, 0),
_targetPosOnScreen, currentAngle,
_trackBall);
mouseAreaMain.applyRotationAngleToNode(targetNode, _startRotation, currentAngle);
}
function handlePressed(screenPos, angle)
{
if (!targetNode)
return;
_targetPosOnScreen = view3D.mapFrom3DScene(targetNode.scenePosition);
_targetPosOnScreen.z = 0;
_pointerPosPressed = Qt.vector3d(screenPos.x, screenPos.y, 0);
_trackBall = angle < 0.1;
// Recreate vector so we don't follow the changes in targetNode.rotation
_startRotation = Qt.vector3d(targetNode.rotation.x,
targetNode.rotation.y,
targetNode.rotation.z);
currentAngle = 0;
currentMousePos = screenPos;
}
function handleDragged(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
currentMousePos = screenPos;
rotateChange();
}
function handleReleased(screenPos)
{
if (!targetNode)
return;
applyLocalRotation(screenPos);
rotateCommit();
currentAngle = 0;
currentMousePos = screenPos;
}
MouseArea3D {
id: mouseAreaMain
view3D: rotateRing.view3D
objectName: "Main plane of " + rotateRing.objectName
x: -30
y: -30
width: 60
height: 60
circlePickArea: Qt.point(9.2, 1.4)
grabsMouse: targetNode
active: rotateRing.active
pickNode: pickModel
minAngle: 0.05
onPressed: rotateRing.handlePressed(screenPos, angle)
onDragged: rotateRing.handleDragged(screenPos)
onReleased: rotateRing.handleReleased(screenPos)
}
}