Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/MoveGizmo.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

156 lines
5.5 KiB
QML

/****************************************************************************
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** Copyright (C) 2019 The Qt Company Ltd.
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import QtQuick 2.0
import QtQuick3D 1.0
import MouseArea3D 1.0
Node {
id: moveGizmo
property View3D view3D
property bool highlightOnHover: false
property Node targetNode: null
property bool globalOrientation: true
readonly property bool dragging: arrowX.dragging || arrowY.dragging || arrowZ.dragging
|| centerMouseArea.dragging
signal positionCommit()
signal positionMove()
Node {
rotation: globalOrientation || !targetNode ? Qt.vector3d(0, 0, 0) : targetNode.sceneRotation
Arrow {
id: arrowX
objectName: "Arrow X"
rotation: Qt.vector3d(0, 0, -90)
targetNode: moveGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(1, 0, 0, 1))
: Qt.rgba(1, 0, 0, 1)
view3D: moveGizmo.view3D
onPositionCommit: moveGizmo.positionCommit()
onPositionMove: moveGizmo.positionMove()
}
Arrow {
id: arrowY
objectName: "Arrow Y"
rotation: Qt.vector3d(0, 0, 0)
targetNode: moveGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(0, 0, 1, 1))
: Qt.rgba(0, 0, 1, 1)
view3D: moveGizmo.view3D
onPositionCommit: moveGizmo.positionCommit()
onPositionMove: moveGizmo.positionMove()
}
Arrow {
id: arrowZ
objectName: "Arrow Z"
rotation: Qt.vector3d(90, 0, 0)
targetNode: moveGizmo.targetNode
color: highlightOnHover && (hovering || dragging) ? Qt.lighter(Qt.rgba(0, 0.6, 0, 1))
: Qt.rgba(0, 0.6, 0, 1)
view3D: moveGizmo.view3D
onPositionCommit: moveGizmo.positionCommit()
onPositionMove: moveGizmo.positionMove()
}
}
Model {
id: centerBall
source: "#Sphere"
scale: Qt.vector3d(0.024, 0.024, 0.024)
materials: DefaultMaterial {
id: material
emissiveColor: highlightOnHover
&& (centerMouseArea.hovering || centerMouseArea.dragging)
? Qt.lighter(Qt.rgba(0.5, 0.5, 0.5, 1))
: Qt.rgba(0.5, 0.5, 0.5, 1)
lighting: DefaultMaterial.NoLighting
}
MouseArea3D {
id: centerMouseArea
view3D: moveGizmo.view3D
x: -60
y: -60
width: 120
height: 120
rotation: view3D.camera.rotation
grabsMouse: moveGizmo.targetNode
priority: 1
property var _pointerPosPressed
property var _targetStartPos
function posInParent(pointerPosition)
{
var scenePointerPos = mapPositionToScene(pointerPosition);
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 moveGizmo.targetNode.parent.mapPositionFromScene(newScenePos);
}
onPressed: {
if (!moveGizmo.targetNode)
return;
_pointerPosPressed = mapPositionToScene(pointerPosition);
var sp = moveGizmo.targetNode.scenePosition;
_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z);
}
onDragged: {
if (!moveGizmo.targetNode)
return;
moveGizmo.targetNode.position = posInParent(pointerPosition);
moveGizmo.positionMove();
}
onReleased: {
if (!moveGizmo.targetNode)
return;
moveGizmo.targetNode.position = posInParent(pointerPosition);
moveGizmo.positionCommit();
}
}
}
}