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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-03-21 20:42:38 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-03-21 20:42:47 +0100
commit6767114285db9d0e16dc278d08f231e8561546b4 (patch)
tree0945902a2242fd7ec0a1f7fd3e6acbb769e723bd /src/quick/handlers/qquickmultipointhandler.cpp
parentee076afedccbe1d37306a7972051f84eb036d655 (diff)
parentc32b109e9dea44c6775c2dbf8f164870c1dc8971 (diff)
Merge remote-tracking branch 'origin/dev' into wip/scenegraphng
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick 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 "qquickmultipointhandler_p.h"
+#include <private/qquickitem_p.h>
+#include <QLineF>
+#include <QMouseEvent>
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \qmltype MultiPointHandler
+ \since 5.10
+ \preliminary
+ \instantiates QQuickMultiPointHandler
+ \inherits PointerDeviceHandler
+ \inqmlmodule QtQuick
+ \brief Abstract handler for multi-point Pointer Events.
+
+ An intermediate class (not registered as a QML type)
+ for any type of handler which requires and acts upon a specific number
+ of multiple touchpoints.
+*/
+QQuickMultiPointHandler::QQuickMultiPointHandler(QQuickItem *parent, int minimumPointCount, int maximumPointCount)
+ : QQuickPointerDeviceHandler(parent)
+ , m_minimumPointCount(minimumPointCount)
+ , m_maximumPointCount(maximumPointCount)
+{
+}
+
+bool QQuickMultiPointHandler::wantsPointerEvent(QQuickPointerEvent *event)
+{
+ if (!QQuickPointerDeviceHandler::wantsPointerEvent(event))
+ return false;
+
+#if QT_CONFIG(gestures)
+ if (event->asPointerNativeGestureEvent())
+ return true;
+#endif
+
+ if (event->asPointerScrollEvent())
+ return false;
+
+ // If points were pressed or released within parentItem, reset stored state
+ // and check eligible points again. This class of handlers is intended to
+ // handle a specific number of points, so a differing number of points will
+ // usually result in different behavior. But otherwise if the currentPoints
+ // are all still there in the event, we're good to go (do not reset
+ // m_currentPoints, because we don't want to lose the pressPosition, and do
+ // not want to reshuffle the order either).
+ const QVector<QQuickEventPoint *> candidatePoints = eligiblePoints(event);
+ if (candidatePoints.count() != m_currentPoints.count()) {
+ m_currentPoints.clear();
+ if (active()) {
+ setActive(false);
+ m_centroid.reset();
+ emit centroidChanged();
+ }
+ } else if (hasCurrentPoints(event)) {
+ return true;
+ }
+
+ const bool ret = (candidatePoints.size() >= minimumPointCount() && candidatePoints.size() <= maximumPointCount());
+ if (ret) {
+ const int c = candidatePoints.count();
+ m_currentPoints.resize(c);
+ for (int i = 0; i < c; ++i) {
+ m_currentPoints[i].reset(candidatePoints[i]);
+ m_currentPoints[i].localize(parentItem());
+ }
+ } else {
+ m_currentPoints.clear();
+ }
+ return ret;
+}
+
+void QQuickMultiPointHandler::handlePointerEventImpl(QQuickPointerEvent *event)
+{
+ QQuickPointerHandler::handlePointerEventImpl(event);
+ // event's points can be reordered since the previous event, which is why m_currentPoints
+ // is _not_ a shallow copy of the QQuickPointerTouchEvent::m_touchPoints vector.
+ // So we have to update our m_currentPoints instances based on the given event.
+ for (QQuickHandlerPoint &p : m_currentPoints) {
+ const QQuickEventPoint *ep = event->pointById(p.id());
+ if (ep)
+ p.reset(ep);
+ }
+ QPointF sceneGrabPos = m_centroid.sceneGrabPosition();
+ m_centroid.reset(m_currentPoints);
+ m_centroid.m_sceneGrabPosition = sceneGrabPos; // preserve as it was
+ emit centroidChanged();
+}
+
+void QQuickMultiPointHandler::onActiveChanged()
+{
+ if (active()) {
+ m_centroid.m_sceneGrabPosition = m_centroid.m_scenePosition;
+ } else {
+ // Don't call m_centroid.reset() here, because in a QML onActiveChanged
+ // callback, we'd like to see what the position _was_, what the velocity _was_, etc.
+ // (having them undefined is not useful)
+ // But pressedButtons and pressedModifiers are meant to be more real-time than those
+ // (which seems a bit inconsistent, from one side).
+ m_centroid.m_pressedButtons = Qt::NoButton;
+ m_centroid.m_pressedModifiers = Qt::NoModifier;
+ }
+}
+
+void QQuickMultiPointHandler::onGrabChanged(QQuickPointerHandler *, QQuickEventPoint::GrabTransition transition, QQuickEventPoint *)
+{
+ // If another handler or item takes over this set of points, assume it has
+ // decided that it's the better fit for them. Don't immediately re-grab
+ // at the next opportunity. This should help to avoid grab cycles
+ // (e.g. between DragHandler and PinchHandler).
+ if (transition == QQuickEventPoint::UngrabExclusive || transition == QQuickEventPoint::CancelGrabExclusive)
+ m_currentPoints.clear();
+}
+
+QVector<QQuickEventPoint *> QQuickMultiPointHandler::eligiblePoints(QQuickPointerEvent *event)
+{
+ QVector<QQuickEventPoint *> ret;
+ int c = event->pointCount();
+ // If one or more points are newly pressed or released, all non-released points are candidates for this handler.
+ // In other cases however, check whether it would be OK to steal the grab if the handler chooses to do that.
+ bool stealingAllowed = event->isPressEvent() || event->isReleaseEvent();
+ for (int i = 0; i < c; ++i) {
+ QQuickEventPoint *p = event->point(i);
+ if (QQuickPointerMouseEvent *me = event->asPointerMouseEvent()) {
+ if (me->buttons() == Qt::NoButton)
+ continue;
+ }
+ if (!stealingAllowed) {
+ QObject *exclusiveGrabber = p->exclusiveGrabber();
+ if (exclusiveGrabber && exclusiveGrabber != this && !canGrab(p))
+ continue;
+ }
+ if (p->state() != QQuickEventPoint::Released && wantsEventPoint(p))
+ ret << p;
+ }
+ return ret;
+}
+
+/*!
+ \qmlproperty int MultiPointHandler::minimumPointCount
+
+ The minimum number of touchpoints required to activate this handler.
+
+ If a smaller number of touchpoints are in contact with the
+ \l {PointerHandler::parent}{parent}, they will be ignored.
+
+ Any ignored points are eligible to activate other Input Handlers that
+ have different constraints, on the same Item or on other Items.
+
+ The default value is 2.
+*/
+void QQuickMultiPointHandler::setMinimumPointCount(int c)
+{
+ if (m_minimumPointCount == c)
+ return;
+
+ m_minimumPointCount = c;
+ emit minimumPointCountChanged();
+ if (m_maximumPointCount < 0)
+ emit maximumPointCountChanged();
+}
+
+/*!
+ \qmlproperty int MultiPointHandler::maximumPointCount
+
+ The maximum number of touchpoints this handler can utilize.
+
+ If a larger number of touchpoints are in contact with the
+ \l {PointerHandler::parent}{parent}, the required number of points will be
+ chosen in the order that they are pressed, and the remaining points will
+ be ignored.
+
+ Any ignored points are eligible to activate other Input Handlers that
+ have different constraints, on the same Item or on other Items.
+
+ The default value is the same as \l minimumPointCount.
+*/
+void QQuickMultiPointHandler::setMaximumPointCount(int maximumPointCount)
+{
+ if (m_maximumPointCount == maximumPointCount)
+ return;
+
+ m_maximumPointCount = maximumPointCount;
+ emit maximumPointCountChanged();
+}
+
+bool QQuickMultiPointHandler::hasCurrentPoints(QQuickPointerEvent *event)
+{
+ if (event->pointCount() < m_currentPoints.size() || m_currentPoints.size() == 0)
+ return false;
+ // TODO optimize: either ensure the points are sorted,
+ // or use std::equal with a predicate
+ for (const QQuickHandlerPoint &p : qAsConst(m_currentPoints)) {
+ const QQuickEventPoint *ep = event->pointById(p.id());
+ if (!ep)
+ return false;
+ if (ep->state() == QQuickEventPoint::Released)
+ return false;
+ }
+ return true;
+}
+
+qreal QQuickMultiPointHandler::averageTouchPointDistance(const QPointF &ref)
+{
+ qreal ret = 0;
+ if (Q_UNLIKELY(m_currentPoints.size() == 0))
+ return ret;
+ for (const QQuickHandlerPoint &p : m_currentPoints)
+ ret += QVector2D(p.scenePosition() - ref).length();
+ return ret / m_currentPoints.size();
+}
+
+qreal QQuickMultiPointHandler::averageStartingDistance(const QPointF &ref)
+{
+ // TODO cache it in setActive()?
+ qreal ret = 0;
+ if (Q_UNLIKELY(m_currentPoints.size() == 0))
+ return ret;
+ for (const QQuickHandlerPoint &p : m_currentPoints)
+ ret += QVector2D(p.sceneGrabPosition() - ref).length();
+ return ret / m_currentPoints.size();
+}
+
+QVector<QQuickMultiPointHandler::PointData> QQuickMultiPointHandler::angles(const QPointF &ref) const
+{
+ QVector<PointData> angles;
+ angles.reserve(m_currentPoints.count());
+ for (const QQuickHandlerPoint &p : m_currentPoints) {
+ qreal angle = QLineF(ref, p.scenePosition()).angle();
+ angles.append(PointData(p.id(), -angle)); // convert to clockwise, to be consistent with QQuickItem::rotation
+ }
+ return angles;
+}
+
+qreal QQuickMultiPointHandler::averageAngleDelta(const QVector<PointData> &old, const QVector<PointData> &newAngles)
+{
+ qreal avgAngleDelta = 0;
+ int numSamples = 0;
+
+ auto oldBegin = old.constBegin();
+
+ for (PointData newData : newAngles) {
+ quint64 id = newData.id;
+ auto it = std::find_if(oldBegin, old.constEnd(), [id] (PointData pd) { return pd.id == id; });
+ qreal angleD = 0;
+ if (it != old.constEnd()) {
+ PointData oldData = *it;
+ // We might rotate from 359 degrees to 1 degree. However, this
+ // should be interpreted as a rotation of +2 degrees instead of
+ // -358 degrees. Therefore, we call remainder() to translate the angle
+ // to be in the range [-180, 180] (-350 to +10 etc)
+ angleD = remainder(newData.angle - oldData.angle, qreal(360));
+ // optimization: narrow down the O(n^2) search to optimally O(n)
+ // if both vectors have the same points and they are in the same order
+ if (it == oldBegin)
+ ++oldBegin;
+ numSamples++;
+ }
+ avgAngleDelta += angleD;
+ }
+ if (numSamples > 1)
+ avgAngleDelta /= numSamples;
+
+ return avgAngleDelta;
+}
+
+void QQuickMultiPointHandler::acceptPoints(const QVector<QQuickEventPoint *> &points)
+{
+ for (QQuickEventPoint* point : points)
+ point->setAccepted();
+}
+
+bool QQuickMultiPointHandler::grabPoints(QVector<QQuickEventPoint *> points)
+{
+ if (points.isEmpty())
+ return false;
+ bool allowed = true;
+ for (QQuickEventPoint* point : points) {
+ if (point->exclusiveGrabber() != this && !canGrab(point)) {
+ allowed = false;
+ break;
+ }
+ }
+ if (allowed) {
+ for (QQuickEventPoint* point : points)
+ setExclusiveGrab(point);
+ }
+ return allowed;
+}
+
+void QQuickMultiPointHandler::moveTarget(QPointF pos)
+{
+ target()->setPosition(pos);
+ m_centroid.m_position = target()->mapFromScene(m_centroid.m_scenePosition);
+}
+
+/*!
+ \readonly
+ \qmlproperty QtQuick::HandlerPoint QtQuick::MultiPointHandler::centroid
+
+ A point exactly in the middle of the currently-pressed touch points.
+ If only one point is pressed, it's the same as that point.
+ A handler that has a \l target will normally transform it relative to this point.
+*/
+
+QT_END_NAMESPACE