Files
qt-creator/share/qtcreator/qml/qmlpuppet/mockfiles/qt6/IconGizmo.qml
Miikka Heikkinen 98673190ad QmlDesigner: Add visualization gizmo for ParticleEmitter3D
Particle emitters are now visualized in 3D edit view either by
a small sphere for point emitters or by a proper model for
model based emitters. The visualization model is rendered
transparent. The visualization models can be displayed either
always or only when the parent particle system is active
in editor.

Trail emitters are not visualized, as any visualization would
be misleading, since these emitters follow generated particles.

Fixes: QDS-6189
Change-Id: Idb6f12cadd9cea8110e5290cc18443aeb62c38d6
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
2022-03-03 09:34:57 +00:00

125 lines
4.7 KiB
QML

/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** 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
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
****************************************************************************/
import QtQuick 6.0
import QtQuick3D 6.0
Item {
id: iconGizmo
property Node activeScene: null
property Node scene: null
property View3D view3D
property bool highlightOnHover: true
property Node targetNode: null
property var selectedNodes: []
readonly property bool selected: {
for (var i = 0; i < selectedNodes.length; ++i) {
if (selectedNodes[i] === targetNode)
return true;
}
return false;
}
property bool hasMouse: false
property bool hidden: false
property bool locked: false
property bool globalShow: true
property bool canBeVisible: activeScene === scene && !hidden && (targetNode ? targetNode.visible : false)
property real iconOpacity: selected ? 0.2 : 1
property alias iconSource: iconImage.source
signal clicked(Node node, bool multi)
onSelectedChanged: {
if (selected)
hasMouse = false;
}
visible: canBeVisible && globalShow
Overlay2D {
id: iconOverlay
targetNode: iconGizmo.targetNode
targetView: view3D
visible: iconGizmo.visible && !isBehindCamera
Rectangle {
id: iconRect
width: iconImage.width
height: iconImage.height
x: -width / 2
y: -height / 2
color: "transparent"
border.color: "#7777ff"
border.width: !iconGizmo.locked && iconGizmo.highlightOnHover && iconGizmo.hasMouse ? 2 : 0
radius: 5
opacity: iconGizmo.iconOpacity
Image {
id: iconImage
fillMode: Image.Pad
MouseArea {
id: iconMouseArea
anchors.fill: parent
onPressed: (mouse)=> {
// Ignore singleselection mouse presses when we have single object selected
// so that the icon gizmo doesn't hijack mouse clicks meant for other gizmos
if (iconGizmo.selected && !(mouse.modifiers & Qt.ControlModifier)
&& selectedNodes.length === 1) {
mouse.accepted = false;
}
}
onClicked: (mouse)=> {
iconGizmo.clicked(iconGizmo.targetNode,
mouse.modifiers & Qt.ControlModifier);
}
hoverEnabled: iconGizmo.highlightOnHover && !iconGizmo.selected
acceptedButtons: Qt.LeftButton
// onPositionChanged, onContainsMouseAreaChanged, and hasMouse are used instead
// of just using containsMouse directly, because containsMouse
// cannot be relied upon to update correctly in some situations.
// This is likely because the overlapping 3D mouse areas of the gizmos get
// the mouse events instead of this area, so mouse leaving the area
// doesn't always update containsMouse property.
onPositionChanged: {
if (!iconGizmo.selected)
iconGizmo.hasMouse = containsMouse;
}
onContainsMouseChanged: {
if (!iconGizmo.selected)
iconGizmo.hasMouse = containsMouse;
else
iconGizmo.hasMouse = false;
}
}
}
}
}
}