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import QtQuick 2.12
import QtQuick.Controls 2.4
import QtQuick.Layouts 1.3
import QtGamepad 1.0
import CursorNavigation 1.0
import controls 1.0
import "pages"
ApplicationWindow {
id: window
width: 800
height: 600
visible: true
title: qsTr("Cursor Navigation Demo Application")
MessageDialog {
id: dialog
visible: false
x: window.x+window.width/2-dialog.width/2
y: window.y+window.height/2-dialog.height/2
}
Shortcut {
id: dialogSC
sequence: "p"
onActivated: {
dialog.visible = true;
}
}
/* there are alternative ways to implement a tabbar. the traditional tabbar has
* problems with CursorNavigation: when trying to navigate the cursor on it
* right after launching the application, the cursor will not be passed onto
* the children. However, if clicked first, the navigation works. Another
* workaround is to force the active focus on one of the tabs.
* The listview approach works right out of the box
*/
header:/* ListView {
id: tabBar
orientation: ListView.Horizontal
width: window.width
height: 40
CursorNavigation.acceptsCursor: true
delegate: Rectangle {
CursorNavigation.acceptsCursor: true
CursorNavigation.onHasCursorChanged: {
if (CursorNavigation.hasCursor)
tabBar.currentIndex = index
}
width: tabBar.width/tabBar.count
height: 40
border.width: 2
border.color: CursorNavigation.hasCursor ? "red" : "transparent"
Text { anchors.centerIn: parent; text: pageName}
}
model: ListModel {
ListElement {
pageName: "Page 1"
}
ListElement {
pageName: "Page 2"
}
ListElement {
pageName: "Page 3"
}
ListElement {
pageName: "Page 4"
}
ListElement {
pageName: "Page 5"
}
ListElement {
pageName: "Map"
}
}
}*/
TabBar {
id: tabBar
width: window.width
CursorNavigation.acceptsCursor: true
CNTabButton {
id: defaultButton
text: qsTr("Basics and scopes")
focus: true
}
CNTabButton {
text: qsTr("Lists etc")
}
CNTabButton {
text: qsTr("Flip buttons")
}
CNTabButton {
text: qsTr("Map")
}
CNTabButton {
text: qsTr("Redirects")
}
}
contentData: Item {
id: contentItem
anchors.fill: parent
StackLayout {
anchors.fill: parent
currentIndex: tabBar.currentIndex
Basics { }
Lists { }
FlipButtons { }
MapView { }
Redirects { }
}
CursorNavigation.acceptsCursor: false
Timer {
id: cooldownTimer
interval: 500
repeat: false
}
Rectangle {
id: pointerRect
border.color: "orange"
border.width: 1
visible: false
color: "transparent"
}
//use gamepad as another source of input. use analog stick input for magnitude information
Gamepad {
deviceId: GamepadManager.connectedGamepads.length > 0 ? GamepadManager.connectedGamepads[0] : -1
function handleMove() {
var v = Qt.vector2d(axisLeftX, axisLeftY);
if (v.length() >= 0.99 && !cooldownTimer.running) {
//console.log("handle joystick move, v=" + v)
contentItem.CursorNavigation.move(Qt.vector2d(axisLeftX, axisLeftY), 10);
cooldownTimer.start();
} else if (v.length() >= 0.1) {
contentItem.CursorNavigation.setMagnitude(v);
/*var item = parent.CursorNavigation.find(v, 10)
//cooldownTimer.start()
if (item != undefined) {
pointerRect.x = item.x
pointerRect.y = item.y
pointerRect.width = item.width
pointerRect.height = item.height
pointerRect.visible = true
}*/
} else {
contentItem.CursorNavigation.setMagnitude(0,0);
pointerRect.visible = false;
}
}
onAxisLeftXChanged: { handleMove(); }
onAxisLeftYChanged: { handleMove(); }
onButtonAChanged: { if (buttonA) { contentItem.CursorNavigation.activate(); } }
onButtonBChanged: { if (buttonB) { contentItem.CursorNavigation.activate(); } }
}
}
//a trick that ensures the cursor can be moved on the tabbar without needing to click teh tabbar first
Component.onCompleted: {
defaultButton.forceActiveFocus();
}
}
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