/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** 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 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 Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** 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-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qaction.h" #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DInput { /*! \class Qt3DInput::QActionPrivate \internal */ class QActionPrivate : public Qt3DCore::QNodePrivate { public: QActionPrivate() : Qt3DCore::QNodePrivate() , m_active(false) {} Q_DECLARE_PUBLIC(QAction) QVector m_inputs; bool m_active; void setActive(bool active) { if (active != m_active) { m_active = active; q_func()->activeChanged(active); } } }; /*! \class Qt3DInput::QActionInput \inmodule Qt3DInput \inherits QAbstractActionInput \brief QActionInput stores Device and Keys used to trigger an input event. \since 5.7 */ /*! \qmltype Action \inqmlmodule Qt3D.Input \instantiates Qt3DInput::QAction \brief QML frontend for the Qt3DInput::QAction C++ class. Links a set of QAbstractActionInputs that trigger the same event. \since 5.7 */ /*! Constructs a new QAction instance with parent \a parent. */ QAction::QAction(Qt3DCore::QNode *parent) : Qt3DCore::QNode(*new QActionPrivate(), parent) { } /*! Deletes the QAction instance. */ QAction::~QAction() { QNode::cleanup(); } /*! \fn QAction::nameChanged() This signal is emitted when the name of the Action is changed. */ /*! \qmlproperty QString Qt3D.Input::Action::name the name used to identify this action */ /*! \qmlsignal Qt3D.Input::Action::nameChanged() This signal is emitted when the name of the Action is changed. The corresponding handeler is \c onNameChanged */ bool QAction::isActive() const { Q_D(const QAction); return d->m_active; } /*! \qmlproperty QQmlListProperty Qt3D.Input::Action::inputs the list of QAbstractActionInput that must be triggered to trigger this Action. */ /*! Append QAbstractActionInput \a input to the list of inputs that can trigger this action. */ void QAction::addInput(QAbstractActionInput *input) { Q_D(QAction); if (!d->m_inputs.contains(input)) { d->m_inputs.push_back(input); if (!input->parent()) input->setParent(this); if (d->m_changeArbiter != Q_NULLPTR) { Qt3DCore::QScenePropertyChangePtr change(new Qt3DCore::QScenePropertyChange(Qt3DCore::NodeAdded, Qt3DCore::QSceneChange::Node, id())); change->setPropertyName("input"); change->setValue(QVariant::fromValue(input->id())); d->notifyObservers(change); } } } /*! Remove QAbstractActionInput \a input to the list of inputs that can trigger this action. */ void QAction::removeInput(QAbstractActionInput *input) { Q_D(QAction); if (d->m_inputs.contains(input)) { if (d->m_changeArbiter != Q_NULLPTR) { Qt3DCore::QScenePropertyChangePtr change(new Qt3DCore::QScenePropertyChange(Qt3DCore::NodeRemoved, Qt3DCore::QSceneChange::Node, id())); change->setPropertyName("input"); change->setValue(QVariant::fromValue(input->id())); d->notifyObservers(change); } d->m_inputs.removeOne(input); } } /*! Returns the list of inputs that can trigger this action. */ QVector QAction::inputs() const { Q_D(const QAction); return d->m_inputs; } void QAction::copy(const Qt3DCore::QNode *ref) { QNode::copy(ref); const QAction *action = static_cast(ref); Q_FOREACH (QAbstractActionInput *input, action->inputs()) d_func()->m_inputs.append(qobject_cast(QNode::clone(input))); } void QAction::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &change) { Q_D(QAction); Qt3DCore::QScenePropertyChangePtr e = qSharedPointerCast(change); if (e->type() == Qt3DCore::NodeUpdated && e->propertyName() == QByteArrayLiteral("active")) { d->setActive(e->value().toBool()); } } } // Qt3DInput QT_END_NAMESPACE