Uwe Rathmann a6bf60c9b4 upgraded to uncrustify 0.76.0 - still not happy with the C++ beautifier
situation, that requires way too much manual post processing
2023-02-28 15:49:42 +01:00

371 lines
9.8 KiB
C++

#include "MainItem.h"
#include "DashboardPage.h"
#include "DevicesPage.h"
#include "MenuBar.h"
#include "MembersPage.h"
#include "RoomsPage.h"
#include "StatisticsPage.h"
#include "StoragePage.h"
#include <QskGesture.h>
#include <QskEvent.h>
#include <QskLinearBox.h>
#include <QskStackBoxAnimator.h>
#include <QQuickFramebufferObject>
#include <QGuiApplication>
#include <QQuickWindow>
#include <QtMath>
#include <QTimer>
QPair< Cube::Position, Cube::Edge > Cube::s_neighbors[ Cube::NumPositions ][ Cube::NumEdges ] =
{
// neighbors of Left side:
{
{ Cube::BackPos, Cube::BottomEdge }, // going Left
{ Cube::FrontPos, Cube::BottomEdge }, // going Right
{ Cube::TopPos, Cube::LeftEdge }, // going Top
{ Cube::BottomPos, Cube::RightEdge } // going Bottom
},
// Right:
{
{ Cube::FrontPos, Cube::BottomEdge },
{ Cube::BackPos, Cube::BottomEdge },
{ Cube::TopPos, Cube::RightEdge },
{ Cube::BottomPos, Cube::LeftEdge }
},
// Top:
{
{ Cube::LeftPos, Cube::RightEdge },
{ Cube::RightPos, Cube::LeftEdge },
{ Cube::BackPos, Cube::TopEdge },
{ Cube::FrontPos, Cube::BottomEdge }
},
// Bottom:
{
{ Cube::LeftPos, Cube::LeftEdge },
{ Cube::RightPos, Cube::RightEdge },
{ Cube::FrontPos, Cube::BottomEdge },
{ Cube::BackPos, Cube::TopEdge }
},
// Front:
{
{ Cube::LeftPos, Cube::BottomEdge },
{ Cube::RightPos, Cube::BottomEdge },
{ Cube::TopPos, Cube::BottomEdge },
{ Cube::BottomPos, Cube::BottomEdge }
},
// Back:
{
{ Cube::RightPos, Cube::BottomEdge },
{ Cube::LeftPos, Cube::BottomEdge },
{ Cube::TopPos, Cube::TopEdge },
{ Cube::BottomPos, Cube::BottomEdge }
}
};
Cube::Edge Cube::s_edgeTransformations[ Cube::NumEdges ][ Cube::NumEdges ] =
{
// current edge is LeftEdge:
{ Cube::TopEdge, // Left
Cube::BottomEdge, // Right
Cube::RightEdge, // Top
Cube::LeftEdge }, // Bottom
// Right:
{ Cube::BottomEdge,
Cube::TopEdge,
Cube::LeftEdge,
Cube::RightEdge },
// Top:
{ Cube::RightEdge,
Cube::LeftEdge,
Cube::BottomEdge,
Cube::TopEdge },
// Bottom:
{ Cube::LeftEdge,
Cube::RightEdge,
Cube::TopEdge,
Cube::BottomEdge }
};
Cube::Cube( QQuickItem* parent )
: QskStackBox( false, parent )
, m_destination( FrontPos )
, m_currentEdge( BottomEdge )
, m_isIntermediateHop( false )
{
// The code below covers the case where we need 2 cube movements to get
// to the desired position.
// We use transientIndexChanged here to be sure to start a new transition
// at the end; indexChanged doesn't work here.
connect( this, &QskStackBox::transientIndexChanged, this, [ this ]( qreal position )
{
const bool animationIsFinished = ( position == qFloor( position ) );
if( animationIsFinished && position != m_destination )
{
QTimer::singleShot( 0, this, [this]()
{
m_isIntermediateHop = true;
switchToPosition( m_destination );
} );
}
} );
QTimer::singleShot( 0, this, [this]()
{
Q_EMIT cubeIndexChanged( m_destination );
} );
}
void Cube::doSwitch( Qsk::Direction direction, Position position )
{
using Animator = QskStackBoxAnimator4;
auto animator = qobject_cast< Animator* >( this->animator() );
if ( animator == nullptr )
{
animator = new Animator( this );
animator->setDuration( 1000 );
setAnimator( animator );
}
if( position == m_destination && !m_isIntermediateHop ) // 1 hop
{
animator->setEasingCurve( QEasingCurve::InOutQuad );
}
else if( !m_isIntermediateHop ) // 1st of 2 hops
{
animator->setEasingCurve( QEasingCurve::InQuad );
}
else // 2nd of 2 hops
{
animator->setEasingCurve( QEasingCurve::OutQuad );
m_isIntermediateHop = false;
}
const auto orientation = ( direction == Qsk::LeftToRight || direction == Qsk::RightToLeft )
? Qt::Horizontal : Qt::Vertical;
animator->setOrientation( orientation );
const bool inverted = ( direction == Qsk::LeftToRight || direction == Qsk::TopToBottom );
animator->setInverted( inverted );
updateEdge( direction, position );
setCurrentIndex( position );
if( position == m_destination )
{
Q_EMIT cubeIndexChanged( position );
}
}
void Cube::switchPosition( const Qsk::Direction direction )
{
m_destination = neighbor( currentPosition(), direction );
doSwitch( direction, m_destination );
}
void Cube::switchToPosition( const Position position )
{
if( currentPosition() == position )
return;
m_destination = position;
const auto direction = this->direction( currentPosition(), position );
const auto nextPosition = neighbor( currentPosition(), direction );
doSwitch( direction, nextPosition );
}
void Cube::keyPressEvent( QKeyEvent* event )
{
Qsk::Direction direction;
switch( event->key() )
{
case Qt::Key_Up:
direction = Qsk::TopToBottom;
break;
case Qt::Key_Down:
direction = Qsk::BottomToTop;
break;
case Qt::Key_Left:
direction = Qsk::LeftToRight;
break;
case Qt::Key_Right:
direction = Qsk::RightToLeft;
break;
default:
return;
}
switchPosition( direction );
}
Cube::Position Cube::currentPosition() const
{
return static_cast< Position >( currentIndex() );
}
Cube::Position Cube::neighbor( const Position position, const Qsk::Direction direction ) const
{
const auto index = s_edgeTransformations[ m_currentEdge ][ direction ];
const auto n = s_neighbors[ position ][ index ].first;
return n;
}
Qsk::Direction Cube::direction( const Position from, const Position to ) const
{
// if direct neighbor: use that direction
// otherwise: we need 2 swipes, direction doesn't matter, so choose right to left
const auto neighbors = s_neighbors[ from ];
for( int i = 0; i < NumEdges; ++i )
{
if( neighbors[ i ].first == to )
{
return static_cast< Qsk::Direction >( i );
}
}
return Qsk::RightToLeft;
}
void Cube::updateEdge( Qsk::Direction direction, Position position )
{
m_currentEdge = s_neighbors[ currentPosition() ][ direction ].second;
// When going back to Front, Left etc., switch back to
// the bottom edge, otherwise it gets to confusing:
if( position != TopPos && position != BottomPos )
{
m_currentEdge = BottomEdge;
}
}
MainItem::MainItem( QQuickItem* parent )
: QskControl( parent )
, m_mainLayout( new QskLinearBox( Qt::Horizontal, this ) )
, m_menuBar( new MenuBar( m_mainLayout ) )
, m_cube( new Cube( m_mainLayout ) )
{
setAutoLayoutChildren( true );
setAcceptedMouseButtons( Qt::LeftButton );
setFiltersChildMouseEvents( true );
m_panRecognizer.setOrientations( Qt::Horizontal | Qt::Vertical );
m_panRecognizer.setMinDistance( 50 );
m_panRecognizer.setWatchedItem( this );
m_mainLayout->setSpacing( 0 );
connect( m_menuBar, &MenuBar::pageChangeRequested, this, [this]( int index )
{
const auto position = static_cast< Cube::Position >( index );
m_cube->switchToPosition( position );
} );
connect( m_cube, &Cube::cubeIndexChanged, m_menuBar, &MenuBar::setActivePage );
auto* const dashboardPage = new DashboardPage( m_cube );
auto* const roomsPage = new RoomsPage( m_cube );
auto* const devicesPage = new DevicesPage( m_cube );
auto* const statisticsPage = new StatisticsPage( m_cube );
auto* const storagePage = new StoragePage( m_cube );
auto* const membersPage = new MembersPage( m_cube );
m_cube->insertItem( Cube::LeftPos, statisticsPage );
m_cube->insertItem( Cube::RightPos, roomsPage );
m_cube->insertItem( Cube::TopPos, storagePage );
m_cube->insertItem( Cube::BottomPos, membersPage );
m_cube->insertItem( Cube::FrontPos, dashboardPage );
m_cube->insertItem( Cube::BackPos, devicesPage );
// the current item needs to be the one at the Front:
m_cube->setCurrentItem( dashboardPage );
installEventFilter( this );
}
void MainItem::gestureEvent( QskGestureEvent* event )
{
if( event->gesture()->state() == QskGesture::Finished
&& event->gesture()->type() == QskGesture::Pan )
{
const auto* panGesture = static_cast< const QskPanGesture* >( event->gesture().get() );
const auto delta = panGesture->origin() - panGesture->position();
Qsk::Direction direction;
if( qAbs( delta.x() ) > qAbs( delta.y() ) )
{
direction = ( delta.x() < 0 ) ? Qsk::LeftToRight : Qsk::RightToLeft;
}
else
{
direction = ( delta.y() < 0 ) ? Qsk::TopToBottom : Qsk::BottomToTop;
}
m_cube->switchPosition( direction );
}
}
bool MainItem::eventFilter( QObject* object, QEvent* event )
{
if ( event->type() == QEvent::KeyPress )
{
QCoreApplication::sendEvent( m_cube, event );
return true;
}
else
{
return QObject::eventFilter( object, event );
}
}
bool MainItem::gestureFilter( QQuickItem* item, QEvent* event )
{
auto& recognizer = m_panRecognizer;
if( event->type() == QEvent::MouseButtonPress )
{
const auto mouseEvent = static_cast< QMouseEvent* >( event );
if( ( item != this ) || ( recognizer.timeout() < 0 ) )
{
if( recognizer.hasProcessedBefore( mouseEvent ) )
{
return false;
}
}
recognizer.setTimeout( ( item == this ) ? -1 : 100 );
}
return recognizer.processEvent( item, event, false );
}
#include "moc_MainItem.cpp"