diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-13 09:18:49 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-13 09:33:30 +0300 |
commit | dbacb74d0c66e959f2486d16d0115ec60c73542e (patch) | |
tree | f92ab04947bd079012e7280b08682c9dbc19450f /src/datavisualization/input/q3dinputhandler.cpp | |
parent | bf50e48feddf827b387f5ae3de2199ea284157a7 (diff) |
Rotation in slice view issue fixed
Task-number: QTRD-2264
Change-Id: I4bc51367f33f2c0855e6e7e9380b3798b4ad3a61
Change-Id: I4bc51367f33f2c0855e6e7e9380b3798b4ad3a61
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/input/q3dinputhandler.cpp')
-rw-r--r-- | src/datavisualization/input/q3dinputhandler.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/datavisualization/input/q3dinputhandler.cpp b/src/datavisualization/input/q3dinputhandler.cpp index f721a375..51f0670a 100644 --- a/src/datavisualization/input/q3dinputhandler.cpp +++ b/src/datavisualization/input/q3dinputhandler.cpp @@ -59,12 +59,11 @@ void Q3DInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos setInputPosition(QPoint(0, 0)); } else if (Qt::RightButton == event->button()) { // disable rotating when in slice view - setInputState(QDataVis::InputRotating); + if (!scene()->isSlicingActivated()) + setInputState(QDataVis::InputRotating); // update mouse positions to prevent jumping when releasing or repressing a button setInputPosition(mousePos); } - // TODO: Call actual camera class when it's been written. - //m_cameraHelper->updateMousePos(m_mousePos);} } void Q3DInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos) @@ -80,8 +79,8 @@ void Q3DInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mouseP void Q3DInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos) { Q_UNUSED(event); - if (QDataVis::InputRotating == inputState()) { + if (QDataVis::InputRotating == inputState()) { // Calculate mouse movement since last frame QPointF rotations = scene()->camera()->rotations(); GLfloat xRotation = rotations.x(); |