mirror of https://github.com/qt/qtgraphs.git
163 lines
5.0 KiB
C++
163 lines
5.0 KiB
C++
// Copyright (C) 2023 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "custominputhandler.h"
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#include <QtCore/qmath.h>
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CustomInputHandler::CustomInputHandler(QAbstract3DGraph *graph, QObject *parent)
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: Q3DInputHandler(parent)
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{
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// Connect to the item selection signal from graph
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connect(graph,
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&QAbstract3DGraph::selectedElementChanged,
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this,
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&CustomInputHandler::handleElementSelected);
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}
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void CustomInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
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{
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if (Qt::LeftButton == event->button()) {
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m_highlight->setVisible(false);
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m_mousePressed = true;
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}
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Q3DInputHandler::mousePressEvent(event, mousePos);
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}
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//! [1]
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void CustomInputHandler::wheelEvent(QWheelEvent *event)
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{
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float delta = float(event->angleDelta().y());
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m_axisXMinValue += delta;
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m_axisXMaxValue -= delta;
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m_axisZMinValue += delta;
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m_axisZMaxValue -= delta;
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checkConstraints();
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float y = (m_axisXMaxValue - m_axisXMinValue) * m_aspectRatio;
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m_axisX->setRange(m_axisXMinValue, m_axisXMaxValue);
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m_axisY->setRange(100.f, y);
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m_axisZ->setRange(m_axisZMinValue, m_axisZMaxValue);
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}
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//! [1]
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void CustomInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
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{
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// Check if we're trying to drag axis label
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if (m_mousePressed && m_state != StateNormal) {
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setPreviousInputPos(inputPosition());
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setInputPosition(mousePos);
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handleAxisDragging();
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} else {
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Q3DInputHandler::mouseMoveEvent(event, mousePos);
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}
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}
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void CustomInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
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{
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Q3DInputHandler::mouseReleaseEvent(event, mousePos);
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m_mousePressed = false;
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m_state = StateNormal;
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}
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void CustomInputHandler::handleElementSelected(QAbstract3DGraph::ElementType type)
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{
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switch (type) {
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case QAbstract3DGraph::ElementType::AxisXLabel:
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m_state = StateDraggingX;
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break;
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case QAbstract3DGraph::ElementType::AxisZLabel:
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m_state = StateDraggingZ;
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break;
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default:
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m_state = StateNormal;
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break;
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}
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}
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void CustomInputHandler::handleAxisDragging()
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{
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float distance = 0.f;
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// Get scene orientation from active camera
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float xRotation = this->cameraXRotation();
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// Calculate directional drag multipliers based on rotation
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float xMulX = qCos(qDegreesToRadians(xRotation));
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float xMulY = qSin(qDegreesToRadians(xRotation));
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float zMulX = qSin(qDegreesToRadians(xRotation));
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float zMulY = qCos(qDegreesToRadians(xRotation));
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// Get the drag amount
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QPoint move = inputPosition() - previousInputPos();
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// Adjust axes
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switch (m_state) {
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//! [0]
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case StateDraggingX:
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distance = (move.x() * xMulX - move.y() * xMulY) * m_speedModifier;
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m_axisXMinValue -= distance;
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m_axisXMaxValue -= distance;
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if (m_axisXMinValue < m_areaMinValue) {
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float dist = m_axisXMaxValue - m_axisXMinValue;
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m_axisXMinValue = m_areaMinValue;
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m_axisXMaxValue = m_axisXMinValue + dist;
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}
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if (m_axisXMaxValue > m_areaMaxValue) {
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float dist = m_axisXMaxValue - m_axisXMinValue;
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m_axisXMaxValue = m_areaMaxValue;
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m_axisXMinValue = m_axisXMaxValue - dist;
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}
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m_axisX->setRange(m_axisXMinValue, m_axisXMaxValue);
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break;
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//! [0]
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case StateDraggingZ:
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distance = (move.x() * zMulX + move.y() * zMulY) * m_speedModifier;
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m_axisZMinValue += distance;
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m_axisZMaxValue += distance;
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if (m_axisZMinValue < m_areaMinValue) {
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float dist = m_axisZMaxValue - m_axisZMinValue;
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m_axisZMinValue = m_areaMinValue;
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m_axisZMaxValue = m_axisZMinValue + dist;
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}
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if (m_axisZMaxValue > m_areaMaxValue) {
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float dist = m_axisZMaxValue - m_axisZMinValue;
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m_axisZMaxValue = m_areaMaxValue;
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m_axisZMinValue = m_axisZMaxValue - dist;
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}
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m_axisZ->setRange(m_axisZMinValue, m_axisZMaxValue);
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break;
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default:
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break;
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}
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}
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void CustomInputHandler::checkConstraints()
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{
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//! [2]
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if (m_axisXMinValue < m_areaMinValue)
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m_axisXMinValue = m_areaMinValue;
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if (m_axisXMaxValue > m_areaMaxValue)
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m_axisXMaxValue = m_areaMaxValue;
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// Don't allow too much zoom in
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if ((m_axisXMaxValue - m_axisXMinValue) < m_axisXMinRange) {
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float adjust = (m_axisXMinRange - (m_axisXMaxValue - m_axisXMinValue)) / 2.f;
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m_axisXMinValue -= adjust;
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m_axisXMaxValue += adjust;
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}
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//! [2]
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if (m_axisZMinValue < m_areaMinValue)
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m_axisZMinValue = m_areaMinValue;
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if (m_axisZMaxValue > m_areaMaxValue)
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m_axisZMaxValue = m_areaMaxValue;
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// Don't allow too much zoom in
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if ((m_axisZMaxValue - m_axisZMinValue) < m_axisZMinRange) {
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float adjust = (m_axisZMinRange - (m_axisZMaxValue - m_axisZMinValue)) / 2.f;
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m_axisZMinValue -= adjust;
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m_axisZMaxValue += adjust;
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}
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}
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