| Commit message (Collapse) | Author | Age | Files | Lines |
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They were always meant to be examples eventually. Now they will be used
for an example of how to implement custom controls using only basic
items and handlers. Some components are very similar to those in
the shared directory; but most examples will use Qt Quick Controls,
so those shared components can be removed when we no longer use them.
This example should remain as the one that shows how to build
reusable controls "from scratch".
Removed InputInspector because it's inefficient, has limited usefulness,
tends to require building the manual test to be able to run it, and
could be better built as a reusable Qt.labs component later on,
providing a model with all known devices and taking advantage of the
QPointingDevice::grabChanged signal to track the grab states rather
than polling.
Pick-to: 6.2
Change-Id: I47ab6ebb2cecab07a69cf96e546ffd0db3026a60
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Reviewed-by: Oliver Eftevaag <oliver.eftevaag@qt.io>
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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In Qt 5 the numbers were smaller, as if units were pixels per millisecond.
In Qt 6 it hopefully really is in logical pixels per second; so the
animation destination should be divided by 1000 relative to what it was before.
Likewise the velocity arrow in flingAnimation.qml should be 1000x shorter.
This looks and feels about right currently.
Fixes: QTBUG-93886
Change-Id: I7b8039024bff11f1a65a2f02ac5e2d85654cbdd0
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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That is, minimumPointCount can now be set to a value > 1 to require
multiple fingers to do the dragging, or to track the displacement
of multiple fingers to adjust some value (such as the tilt of a map).
Task-number: QTBUG-68106
Change-Id: Ib35823e36deb81c8b277d3070fcc758c7c019564
Reviewed-by: Jan Arve Sæther <jan-arve.saether@qt.io>
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... and clean up imports in examples, snippets and tests accordingly.
Change-Id: I5bbe63afd2614cdc2c1ec7d179c9acd6bc03b167
Reviewed-by: Jan Arve Sæther <jan-arve.saether@qt.io>
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Just like the one at the bowling alley... no actually the problem was
that it's easy to fling the balls right out of the window, and we
don't have collision detection so we can't make them bounce. Now
they simply come back "home" after a delay.
Change-Id: I297828321fce975b929e449e56799fd9280b682d
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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Change-Id: Ib1fe267c23ea9fce9bcc0a91ed61081260338460
Reviewed-by: Liang Qi <liang.qi@qt.io>
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Change-Id: I80000110a2e0ca69210322a0fcc587d86158358e
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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Change-Id: Icd5b9dc5fa00c98cc40b03e9d72f6b28fc51a579
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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It could be exposed as a new type of animation, but for now it's just
an experiment.
Change-Id: Ic900752a90ccae93270e27399f370f5d47495f74
Reviewed-by: Jan Arve Sæther <jan-arve.saether@qt.io>
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