qt3d/examples/keyboardinput-qml/main.qml

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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
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****************************************************************************/
import Qt3D 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
Entity {
id: root
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 0.0, -40.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
Configuration { controlledCamera: camera }
components: FrameGraph {
activeFrameGraph: Viewport {
id: viewport
rect: Qt.rect(0.0, 0.0, 1.0, 1.0) // From Top Left
clearColor: Qt.rgba(0.2, 0.2, 0.2, 1)
CameraSelector {
id : cameraSelector
camera: camera
ClearBuffer {
buffers : ClearBuffer.ColorDepthBuffer
}
}
}
}
Effect {
id: colorDiffuseEffect
parameters: [
Parameter { name: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
Parameter { name: "specular"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
Parameter { name: "shininess"; value: root.shininess }
]
}
SphereMesh {
id: sphereMesh
}
KeyboardController {
id: keyboardController
}
Entity {
id: sphere1
property Material material: Material {
effect: colorDiffuseEffect
}
property Transform transform: Transform {
Translate {
dx: 5
}
Scale {
scale: sphere1.input.focus ? 2 : 1
}
}
property KeyboardInput input: KeyboardInput {
controller: keyboardController
focus: true
onTabPressed: {
sphere2.input.focus = true
}
}
components: [material, transform, sphereMesh, input]
}
Entity {
id: sphere2
property Material material: Material {
effect: colorDiffuseEffect
}
property Transform transform: Transform {
Translate {
dx: 0
}
Scale {
scale: sphere2.input.focus ? 2 : 1
}
}
property KeyboardInput input: KeyboardInput {
controller: keyboardController
onTabPressed: {
sphere3.input.focus = true;
}
}
components: [material, transform, sphereMesh, input]
}
Entity {
id: sphere3
property Material material: Material {
effect: colorDiffuseEffect
}
property Transform transform: Transform {
Translate {
id: sphere3dTranslate
dx: -5
}
Scale {
scale: sphere3.input.focus ? 2 : 1
}
}
property KeyboardInput input: KeyboardInput {
controller: keyboardController
onPressed: {
switch (event.key) {
case Qt.Key_W:
sphere3dTranslate.dy += 0.1;
break;
case Qt.Key_S:
sphere3dTranslate.dy -= 0.1;
break;
case Qt.Key_A:
sphere3dTranslate.dx += 0.1;
break;
case Qt.Key_D:
sphere3dTranslate.dx -= 0.1;
break;
}
}
onTabPressed: {
sphere1.input.focus = true;
}
}
components: [material, transform, sphereMesh, input]
}
}