custominputhandler.cpp Example File
texturesurface/custominputhandler.cpp
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#include "custominputhandler.h"
#include <QtDataVisualization/Q3DCamera>
#include <QtCore/qmath.h>
CustomInputHandler:: CustomInputHandler(QAbstract3DGraph * graph, QObject * parent) :
Q3DInputHandler (parent),
m_highlight(0 ),
m_mousePressed(false ),
m_state(StateNormal),
m_axisX(0 ),
m_axisZ(0 ),
m_speedModifier(20.0f )
{
// Connect to the item selection signal from graph
connect(graph, & QAbstract3DGraph:: selectedElementChanged, this ,
& CustomInputHandler:: handleElementSelected);
}
void CustomInputHandler:: mousePressEvent(QMouseEvent * event, const QPoint & mousePos)
{
if (Qt :: LeftButton = = event- > button()) {
m_highlight- > setVisible(false );
m_mousePressed = true ;
}
Q3DInputHandler :: mousePressEvent(event, mousePos);
}
void CustomInputHandler:: wheelEvent(QWheelEvent * event)
{
float delta = float (event- > delta());
m_axisXMinValue + = delta;
m_axisXMaxValue - = delta;
m_axisZMinValue + = delta;
m_axisZMaxValue - = delta;
checkConstraints();
float y = (m_axisXMaxValue - m_axisXMinValue) * m_aspectRatio;
m_axisX- > setRange(m_axisXMinValue, m_axisXMaxValue);
m_axisY- > setRange(100.0f , y);
m_axisZ- > setRange(m_axisZMinValue, m_axisZMaxValue);
}
void CustomInputHandler:: mouseMoveEvent(QMouseEvent * event, const QPoint & mousePos)
{
// Check if we're trying to drag axis label
if (m_mousePressed & & m_state ! = StateNormal) {
setPreviousInputPos(inputPosition());
setInputPosition(mousePos);
handleAxisDragging();
} else {
Q3DInputHandler :: mouseMoveEvent(event, mousePos);
}
}
void CustomInputHandler:: mouseReleaseEvent(QMouseEvent * event, const QPoint & mousePos)
{
Q3DInputHandler :: mouseReleaseEvent(event, mousePos);
m_mousePressed = false ;
m_state = StateNormal;
}
void CustomInputHandler:: handleElementSelected(QAbstract3DGraph:: ElementType type)
{
switch (type) {
case QAbstract3DGraph:: ElementAxisXLabel:
m_state = StateDraggingX;
break ;
case QAbstract3DGraph:: ElementAxisZLabel:
m_state = StateDraggingZ;
break ;
default :
m_state = StateNormal;
break ;
}
}
void CustomInputHandler:: handleAxisDragging()
{
float distance = 0.0f ;
// Get scene orientation from active camera
float xRotation = scene()- > activeCamera()- > xRotation();
// Calculate directional drag multipliers based on rotation
float xMulX = qCos (qDegreesToRadians (xRotation));
float xMulY = qSin (qDegreesToRadians (xRotation));
float zMulX = qSin (qDegreesToRadians (xRotation));
float zMulY = qCos (qDegreesToRadians (xRotation));
// Get the drag amount
QPoint move = inputPosition() - previousInputPos();
// Adjust axes
switch (m_state) {
case StateDraggingX:
distance = (move. x() * xMulX - move. y() * xMulY) * m_speedModifier;
m_axisXMinValue - = distance;
m_axisXMaxValue - = distance;
if (m_axisXMinValue < m_areaMinValue) {
float dist = m_axisXMaxValue - m_axisXMinValue;
m_axisXMinValue = m_areaMinValue;
m_axisXMaxValue = m_axisXMinValue + dist;
}
if (m_axisXMaxValue > m_areaMaxValue) {
float dist = m_axisXMaxValue - m_axisXMinValue;
m_axisXMaxValue = m_areaMaxValue;
m_axisXMinValue = m_axisXMaxValue - dist;
}
m_axisX- > setRange(m_axisXMinValue, m_axisXMaxValue);
break ;
case StateDraggingZ:
distance = (move. x() * zMulX + move. y() * zMulY) * m_speedModifier;
m_axisZMinValue + = distance;
m_axisZMaxValue + = distance;
if (m_axisZMinValue < m_areaMinValue) {
float dist = m_axisZMaxValue - m_axisZMinValue;
m_axisZMinValue = m_areaMinValue;
m_axisZMaxValue = m_axisZMinValue + dist;
}
if (m_axisZMaxValue > m_areaMaxValue) {
float dist = m_axisZMaxValue - m_axisZMinValue;
m_axisZMaxValue = m_areaMaxValue;
m_axisZMinValue = m_axisZMaxValue - dist;
}
m_axisZ- > setRange(m_axisZMinValue, m_axisZMaxValue);
break ;
default :
break ;
}
}
void CustomInputHandler:: checkConstraints()
{
if (m_axisXMinValue < m_areaMinValue)
m_axisXMinValue = m_areaMinValue;
if (m_axisXMaxValue > m_areaMaxValue)
m_axisXMaxValue = m_areaMaxValue;
// Don't allow too much zoom in
if ((m_axisXMaxValue - m_axisXMinValue) < m_axisXMinRange) {
float adjust = (m_axisXMinRange - (m_axisXMaxValue - m_axisXMinValue)) / 2.0f ;
m_axisXMinValue - = adjust;
m_axisXMaxValue + = adjust;
}
if (m_axisZMinValue < m_areaMinValue)
m_axisZMinValue = m_areaMinValue;
if (m_axisZMaxValue > m_areaMaxValue)
m_axisZMaxValue = m_areaMaxValue;
// Don't allow too much zoom in
if ((m_axisZMaxValue - m_axisZMinValue) < m_axisZMinRange) {
float adjust = (m_axisZMinRange - (m_axisZMaxValue - m_axisZMinValue)) / 2.0f ;
m_axisZMinValue - = adjust;
m_axisZMaxValue + = adjust;
}
}