阻抗弹窗
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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt Quick Controls module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.2
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import QtQuick.Controls 1.2
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import QtQuick.Controls.Private 1.0
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Loader {
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id: handle
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property Item editor
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property int minimum: -1
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property int maximum: -1
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property int position: -1
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property alias delegate: handle.sourceComponent
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readonly property alias pressed: mouse.pressed
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readonly property real handleX: x + (item ? item.x : 0)
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readonly property real handleY: y + (item ? item.y : 0)
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readonly property real handleWidth: item ? item.width : 0
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readonly property real handleHeight: item ? item.height : 0
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property Item control
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property QtObject styleData: QtObject {
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id: styleData
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signal activated()
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readonly property alias pressed: mouse.pressed
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readonly property alias position: handle.position
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readonly property bool hasSelection: editor.selectionStart !== editor.selectionEnd
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readonly property real lineHeight: position !== -1 ? editor.positionToRectangle(position).height
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: editor.cursorRectangle.height
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}
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function activate() {
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styleData.activated()
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}
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MouseArea {
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id: mouse
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anchors.fill: item
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enabled: item && item.visible
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preventStealing: true
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property real pressX
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property point offset
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property bool handleDragged: false
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onPressed: {
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Qt.inputMethod.commit()
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handleDragged = false
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pressX = mouse.x
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var handleRect = editor.positionToRectangle(handle.position)
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var centerX = handleRect.x + (handleRect.width / 2)
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var centerY = handleRect.y + (handleRect.height / 2)
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var center = mapFromItem(editor, centerX, centerY)
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offset = Qt.point(mouseX - center.x, mouseY - center.y)
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}
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onReleased: {
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if (!handleDragged) {
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// The user just clicked on the handle. In that
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// case clear the selection.
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var mousePos = editor.mapFromItem(item, mouse.x, mouse.y)
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var editorPos = editor.positionAt(mousePos.x, mousePos.y)
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editor.select(editorPos, editorPos)
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}
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}
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onPositionChanged: {
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handleDragged = true
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var pt = mapToItem(editor, mouse.x - offset.x, mouse.y - offset.y)
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// limit vertically within mix/max coordinates or content bounds
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var min = (minimum !== -1) ? minimum : 0
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var max = (maximum !== -1) ? maximum : editor.length
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pt.y = Math.max(pt.y, editor.positionToRectangle(min).y)
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pt.y = Math.min(pt.y, editor.positionToRectangle(max).y)
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var pos = editor.positionAt(pt.x, pt.y)
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// limit horizontally within min/max character positions
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if (minimum !== -1)
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pos = Math.max(pos, minimum)
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pos = Math.max(pos, 0)
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if (maximum !== -1)
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pos = Math.min(pos, maximum)
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pos = Math.min(pos, editor.length)
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handle.position = pos
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}
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}
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}
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