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; } }