235 lines
6.3 KiB
C++
235 lines
6.3 KiB
C++
#include "MainItem.h"
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#include "DashboardPage.h"
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#include "DevicesPage.h"
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#include "MenuBar.h"
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#include "MembersPage.h"
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#include "RoomsPage.h"
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#include "StatisticsPage.h"
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#include "StoragePage.h"
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#include <QskGesture.h>
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#include <QskEvent.h>
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#include <QskLinearBox.h>
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#include <QskStackBoxAnimator.h>
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#include <QQuickFramebufferObject>
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#include <QGuiApplication>
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#include <QQuickWindow>
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#include <QtMath>
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#include <QTimer>
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Cube::Position Cube::s_neighbors[ Cube::NumPositions ][ 4 ] =
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{
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// Left:
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{ Cube::Back, // Right
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Cube::Front, // Left
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Cube::Top, // Bottom
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Cube::Bottom }, // Top
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// Right:
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{ Cube::Front,
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Cube::Back,
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Cube::Top,
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Cube::Bottom },
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// Top:
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{ Cube::Left,
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Cube::Right,
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Cube::Back,
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Cube::Front },
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// Bottom:
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{ Cube::Left,
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Cube::Right,
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Cube::Front,
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Cube::Back },
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// Front:
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{ Cube::Left,
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Cube::Right,
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Cube::Top,
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Cube::Bottom },
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// Back:
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{ Cube::Left,
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Cube::Right,
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Cube::Top,
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Cube::Bottom },
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};
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Cube::Cube( QQuickItem* parent )
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: QskStackBox( false, parent )
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, m_currentPosition( Front )
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{
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// The code below covers the case where we need 2 cube movements to get
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// to the desired position.
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// We use transientIndexChanged here to be sure to start a new transition
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// at the end; indexChanged doesn't work here.
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connect( this, &QskStackBox::transientIndexChanged, this, [ this ]( qreal position )
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{
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const bool animationIsFinished = ( position == qFloor( position ) );
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if( animationIsFinished && position != m_currentPosition )
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{
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QTimer::singleShot( 0, this, [this]()
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{
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switchToPosition( m_currentPosition );
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} );
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}
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} );
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}
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void Cube::startAnimation( Qsk::Direction direction, int position )
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{
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using Animator = QskStackBoxAnimator4;
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auto animator = qobject_cast< Animator* >( this->animator() );
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if ( animator == nullptr )
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{
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animator = new Animator( this );
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animator->setEasingCurve( QEasingCurve::InOutQuad );
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animator->setDuration( 1000 );
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setAnimator( animator );
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}
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const auto orientation = ( direction == Qsk::LeftToRight || direction == Qsk::RightToLeft )
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? Qt::Horizontal : Qt::Vertical;
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animator->setOrientation( orientation );
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const bool inverted = ( direction == Qsk::LeftToRight || direction == Qsk::TopToBottom );
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animator->setInverted( inverted );
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setCurrentIndex( position );
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}
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void Cube::switchPosition( const Qsk::Direction direction )
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{
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const auto position = s_neighbors[ m_currentPosition ][ direction ];
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switchToPosition( position );
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}
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void Cube::switchToPosition( const Position position )
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{
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if( currentIndex() == position )
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return;
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m_currentPosition = static_cast< Position >( position );
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const auto from = static_cast< Cube::Position >( currentIndex() );
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const auto d = direction( from, m_currentPosition );
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startAnimation( d, position );
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Q_EMIT cubeIndexChanged( position );
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}
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Qsk::Direction Cube::direction( const Position from, const Position to )
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{
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// if direct neighbor: use that direction
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// otherwise: we need 2 swipes, direction doesn't matter, so choose right to left
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const auto neighbors = s_neighbors[ from ];
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for( int i = 0; i < 4; ++i )
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{
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if( neighbors[ i ] == to )
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{
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return static_cast< Qsk::Direction >( i );
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}
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}
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return Qsk::RightToLeft;
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}
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MainItem::MainItem( QQuickItem* parent )
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: QskControl( parent )
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, m_mainLayout( new QskLinearBox( Qt::Horizontal, this ) )
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, m_menuBar( new MenuBar( m_mainLayout ) )
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, m_cube( new Cube( m_mainLayout ) )
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{
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setAutoLayoutChildren( true );
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setAcceptedMouseButtons( Qt::LeftButton );
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setFiltersChildMouseEvents( true );
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m_panRecognizer.setOrientations( Qt::Horizontal | Qt::Vertical );
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m_panRecognizer.setMinDistance( 50 );
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m_panRecognizer.setWatchedItem( this );
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m_mainLayout->setSpacing( 0 );
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connect( m_menuBar, &MenuBar::pageChangeRequested, this, [this]( int index )
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{
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const auto position = static_cast< Cube::Position >( index );
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m_cube->switchToPosition( position );
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} );
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auto* const dashboardPage = new DashboardPage( m_cube );
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auto* const roomsPage = new RoomsPage( m_cube );
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auto* const devicesPage = new DevicesPage( m_cube );
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auto* const statisticsPage = new StatisticsPage( m_cube );
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auto* const storagePage = new StoragePage( m_cube );
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auto* const membersPage = new MembersPage( m_cube );
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m_cube->insertItem( Cube::Left, statisticsPage );
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m_cube->insertItem( Cube::Right, roomsPage );
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m_cube->insertItem( Cube::Top, storagePage );
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m_cube->insertItem( Cube::Bottom, membersPage );
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m_cube->insertItem( Cube::Front, dashboardPage );
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m_cube->insertItem( Cube::Back, devicesPage );
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// the current item needs to be the one at the Front:
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m_cube->setCurrentItem( dashboardPage );
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}
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void MainItem::gestureEvent( QskGestureEvent* event )
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{
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if( event->gesture()->state() == QskGesture::Finished
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&& event->gesture()->type() == QskGesture::Pan )
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{
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const auto* panGesture = static_cast< const QskPanGesture* >( event->gesture().get() );
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const auto delta = panGesture->origin() - panGesture->position();
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Qsk::Direction direction;
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if( qAbs( delta.x() ) > qAbs( delta.y() ) )
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{
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direction = ( delta.x() < 0 ) ? Qsk::LeftToRight : Qsk::RightToLeft;
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}
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else
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{
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direction = ( delta.y() < 0 ) ? Qsk::TopToBottom : Qsk::BottomToTop;
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}
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m_cube->switchPosition( direction );
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}
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}
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bool MainItem::gestureFilter( QQuickItem* item, QEvent* event )
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{
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auto& recognizer = m_panRecognizer;
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if( event->type() == QEvent::MouseButtonPress )
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{
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const auto mouseEvent = static_cast< QMouseEvent* >( event );
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if( ( item != this ) || ( recognizer.timeout() < 0 ) )
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{
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if( recognizer.hasProcessedBefore( mouseEvent ) )
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{
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return false;
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}
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}
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recognizer.setTimeout( ( item == this ) ? -1 : 100 );
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}
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return recognizer.processEvent( item, event, false );
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}
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#include "moc_MainItem.cpp"
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