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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D Editor of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.5
import QtQuick.Controls 1.4
import QtQuick.Controls.Styles 1.4
import QtQuick.Layouts 1.1
import QtQml.Models 2.2
Item {
id: entityLibrary
property int gridMargin: 10
property int buttonSize: 80
property int optimalWidth: 2 * (buttonSize + gridMargin) + gridMargin
property int splitHeight: entityViewHeader.height + 260
signal createNewEntity(int entityType, int xPos, int yPos)
Layout.minimumHeight: entityViewHeader.height
height: splitHeight
// Adjust width automatically for scrollbar, unless width has been adjusted manually
// TODO: This causes settings save problems. Do we need it, or want to save width instead?
// width: ((gridRoot.cellHeight * (gridRoot.count / 2)) > entityView.height)
// ? optimalWidth + 21 : optimalWidth
ButtonViewHeader {
id: entityViewHeader
headerText: qsTr("Shapes") + editorScene.emptyString
tooltip: qsTr("Show/Hide Shapes View") + editorScene.emptyString
}
Rectangle {
id: entityView
anchors.top: entityViewHeader.bottom
height: entityLibrary.height - entityViewHeader.height
width: parent.width
color: editorContent.paneBackgroundColor
border.color: editorContent.viewBorderColor
visible: entityViewHeader.viewVisible
ScrollView {
anchors.fill: parent
anchors.leftMargin: gridMargin
GridView {
id: gridRoot
clip: true
topMargin: gridMargin
cellHeight: buttonSize + gridMargin
cellWidth: buttonSize + gridMargin
model: EntityModel { id: entityModel }
delegate: Button {
id: entityButton
width: buttonSize
height: buttonSize
style: ButtonStyle {
background: Rectangle {
border.width: 0
color: editorContent.itemBackgroundColor
}
}
tooltip: qsTr("You can click here or drag'n'drop to add a new <i>%1</i> to the scene.").arg(
meshString.toLowerCase()) + editorScene.emptyString
Column {
anchors.centerIn: parent
Image {
source: meshImage
width: 50
height: 50
anchors.horizontalCenter: parent.horizontalCenter
}
Text {
text: meshString
anchors.horizontalCenter: parent.horizontalCenter
color: editorContent.textColor
font.family: editorContent.labelFontFamily
font.weight: editorContent.labelFontWeight
font.pixelSize: editorContent.labelFontPixelSize
}
}
MouseArea {
id: delegateRoot
width: buttonSize
height: buttonSize
property int dragPositionX
property int dragPositionY
drag.target: dragEntityItem
onPressed: {
entityTree.focusTree()
var globalPos = mapToItem(applicationArea, mouseX, mouseY)
dragPositionX = globalPos.x
dragPositionY = globalPos.y
dragEntityItem.startDrag(delegateRoot, meshDragImage,
"insertEntity", dragPositionX, dragPositionY,
meshType)
editorScene.showPlaceholderEntity("dragInsert", meshType)
}
onPositionChanged: {
var globalPos = mapToItem(applicationArea, mouseX, mouseY)
dragPositionX = globalPos.x
dragPositionY = globalPos.y
dragEntityItem.setPosition(dragPositionX, dragPositionY)
var scenePos = editorViewport.mapFromItem(applicationArea,
dragPositionX,
dragPositionY)
editorScene.movePlaceholderEntity("dragInsert",
editorScene.getWorldPosition(scenePos.x, scenePos.y))
editorScene.updateWorldPositionLabel(scenePos.x, scenePos.y)
}
onReleased: {
var dropResult = dragEntityItem.endDrag(true)
editorScene.hidePlaceholderEntity("dragInsert")
// If no DropArea handled the drop, create new entity
if (dropResult === Qt.IgnoreAction) {
var scenePos = editorViewport.mapFromItem(applicationArea,
dragPositionX,
dragPositionY)
createNewEntity(meshType, scenePos.x, scenePos.y)
editorScene.updateWorldPositionLabel(scenePos.x, scenePos.y)
}
}
onCanceled: {
dragEntityItem.endDrag(false)
editorScene.hidePlaceholderEntity("dragInsert")
editorScene.updateWorldPositionLabel(-1, -1)
}
}
}
}
}
}
Component.onCompleted: gridRoot.forceLayout()
}
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