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https://github.com/overte-org/overte.git
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191 lines
6 KiB
QML
191 lines
6 KiB
QML
import QtQuick 2.5
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import QtQuick.Controls 1.4
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import QtGraphicalEffects 1.0
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import "."
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import "../styles"
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// FIXME how do I set the initial position of a window without
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// overriding places where the a individual client of the window
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// might be setting the position with a Settings{} element?
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// FIXME how to I enable dragging without allowing the window to lay outside
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// of the desktop? How do I ensure when the desktop resizes all the windows
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// are still at least partially visible?
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Fadable {
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id: window
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HifiConstants { id: hifi }
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// The Window size is the size of the content, while the frame
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// decorations can extend outside it.
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implicitHeight: content ? content.height : 0
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implicitWidth: content ? content.width : 0
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x: -1; y: -1
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enabled: visible
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signal windowDestroyed();
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property int modality: Qt.NonModal
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readonly property bool topLevelWindow: true
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property string title
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// Should the window be closable control?
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property bool closable: true
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// Should the window try to remain on top of other windows?
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property bool alwaysOnTop: false
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// Should hitting the close button hide or destroy the window?
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property bool destroyOnCloseButton: true
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// Should hiding the window destroy it or just hide it?
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property bool destroyOnInvisible: false
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// FIXME support for pinned / unpinned pending full design
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// property bool pinnable: false
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// property bool pinned: false
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property bool resizable: false
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property vector2d minSize: Qt.vector2d(100, 100)
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property vector2d maxSize: Qt.vector2d(1280, 720)
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// The content to place inside the window, determined by the client
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default property var content
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property var rectifier: Timer {
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property bool executing: false;
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interval: 100
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repeat: false
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running: false
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onTriggered: {
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executing = true;
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x = Math.floor(x);
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y = Math.floor(y);
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executing = false;
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}
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function begin() {
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if (!executing) {
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restart();
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}
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}
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}
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onXChanged: rectifier.begin();
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onYChanged: rectifier.begin();
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// This mouse area serves to raise the window. To function, it must live
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// in the window and have a higher Z-order than the content, but follow
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// the position and size of frame decoration
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property var activator: MouseArea {
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width: frame.decoration.width
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height: frame.decoration.height
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x: frame.decoration.anchors.margins
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y: frame.decoration.anchors.topMargin
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propagateComposedEvents: true
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hoverEnabled: true
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acceptedButtons: Qt.AllButtons
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enabled: window.visible
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onPressed: {
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//console.log("Pressed on activator area");
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window.raise();
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mouse.accepted = false;
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}
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}
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// This mouse area serves to swallow mouse events while the mouse is over the window
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// to prevent things like mouse wheel events from reaching the application and changing
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// the camera if the user is scrolling through a list and gets to the end.
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property var swallower: MouseArea {
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width: frame.decoration.width
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height: frame.decoration.height
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x: frame.decoration.anchors.margins
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y: frame.decoration.anchors.topMargin
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hoverEnabled: true
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acceptedButtons: Qt.AllButtons
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enabled: window.visible
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onClicked: {}
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onDoubleClicked: {}
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onPressAndHold: {}
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onReleased: {}
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onWheel: {}
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}
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// Default to a standard frame. Can be overriden to provide custom
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// frame styles, like a full desktop frame to simulate a modal window
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property var frame: DefaultFrame { }
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children: [ swallower, frame, content, activator ]
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Component.onCompleted: raise();
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Component.onDestruction: windowDestroyed();
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onParentChanged: raise();
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onVisibleChanged: {
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if (!visible && destroyOnInvisible) {
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destroy();
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return;
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}
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if (visible) {
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raise();
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}
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enabled = visible
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}
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function raise() {
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if (visible && parent) {
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desktop.raise(window)
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}
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}
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function pin() {
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// pinned = ! pinned
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}
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// our close function performs the same way as the OffscreenUI class:
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// don't do anything but manipulate the targetVisible flag and let the other
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// mechanisms decide if the window should be destroyed after the close
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// animation completes
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// FIXME using this close function messes up the visibility signals received by the
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// type and it's derived types
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// function close() {
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// console.log("Closing " + window)
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// if (destroyOnCloseButton) {
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// destroyOnInvisible = true
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// }
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// visible = false;
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// }
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function framedRect() {
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if (!frame || !frame.decoration) {
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return Qt.rect(0, 0, window.width, window.height)
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}
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return Qt.rect(frame.decoration.anchors.leftMargin, frame.decoration.anchors.topMargin,
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window.width - frame.decoration.anchors.leftMargin - frame.decoration.anchors.rightMargin,
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window.height - frame.decoration.anchors.topMargin - frame.decoration.anchors.bottomMargin)
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}
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Keys.onPressed: {
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switch(event.key) {
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case Qt.Key_Control:
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case Qt.Key_Shift:
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case Qt.Key_Meta:
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case Qt.Key_Alt:
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break;
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case Qt.Key_W:
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if (window.closable && (event.modifiers === Qt.ControlModifier)) {
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visible = false
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event.accepted = true
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}
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// fall through
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default:
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// Consume unmodified keyboard entries while the window is focused, to prevent them
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// from propagating to the application
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if (event.modifiers === Qt.NoModifier) {
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event.accepted = true;
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}
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break;
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}
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}
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}
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