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.Window 2.2
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import QtQuick.Controls.Private 1.0
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TextInput {
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id: input
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property Item control
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property alias cursorHandle: cursorHandle.delegate
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property alias selectionHandle: selectionHandle.delegate
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property bool blockRecursion: false
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property bool hasSelection: selectionStart !== selectionEnd
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readonly property int selectionPosition: selectionStart !== cursorPosition ? selectionStart : selectionEnd
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readonly property alias containsMouse: mouseArea.containsMouse
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property alias editMenu: editMenu
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cursorDelegate: __style && __style.__cursorDelegate ? __style.__cursorDelegate : null
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selectByMouse: control.selectByMouse && (!Settings.isMobile || !cursorHandle.delegate || !selectionHandle.delegate)
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// force re-evaluation when selection moves:
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// - cursorRectangle changes => content scrolled
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// - contentWidth changes => text layout changed
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property rect selectionRectangle: cursorRectangle.x && contentWidth ? positionToRectangle(selectionPosition)
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: positionToRectangle(selectionPosition)
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onSelectionStartChanged: syncHandlesWithSelection()
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onCursorPositionChanged: syncHandlesWithSelection()
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function syncHandlesWithSelection()
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{
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if (!blockRecursion && selectionHandle.delegate) {
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blockRecursion = true
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// We cannot use property selectionPosition since it gets updated after onSelectionStartChanged
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cursorHandle.position = cursorPosition
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selectionHandle.position = (selectionStart !== cursorPosition) ? selectionStart : selectionEnd
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blockRecursion = false
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}
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}
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function activate() {
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if (activeFocusOnPress) {
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forceActiveFocus()
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if (!readOnly)
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Qt.inputMethod.show()
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}
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cursorHandle.activate()
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selectionHandle.activate()
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}
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function moveHandles(cursor, selection) {
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blockRecursion = true
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cursorPosition = cursor
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if (selection === -1) {
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selectWord()
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selection = selectionStart
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}
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selectionHandle.position = selection
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cursorHandle.position = cursorPosition
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blockRecursion = false
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}
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MouseArea {
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id: mouseArea
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anchors.fill: parent
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hoverEnabled: Settings.hoverEnabled
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cursorShape: Qt.IBeamCursor
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acceptedButtons: (input.selectByMouse ? Qt.NoButton : Qt.LeftButton) | (control.menu ? Qt.RightButton : Qt.NoButton)
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onClicked: {
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if (editMenu.item)
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return;
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var pos = input.positionAt(mouse.x, mouse.y)
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input.moveHandles(pos, pos)
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input.activate()
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}
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onPressAndHold: {
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if (editMenu.item)
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return;
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var pos = input.positionAt(mouse.x, mouse.y)
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input.moveHandles(pos, control.selectByMouse ? -1 : pos)
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input.activate()
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}
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}
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EditMenu {
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id: editMenu
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input: parent
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mouseArea: mouseArea
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control: parent.control
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cursorHandle: cursorHandle
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selectionHandle: selectionHandle
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anchors.fill: parent
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}
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ScenePosListener {
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id: listener
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item: input
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enabled: input.activeFocus && Qt.platform.os !== "ios" && Settings.isMobile
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}
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TextHandle {
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id: selectionHandle
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editor: input
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z: 1000001 // DefaultWindowDecoration+1
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parent: !input.activeFocus || Qt.platform.os === "ios" ? control : Window.contentItem // float (QTBUG-42538)
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control: input.control
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active: control.selectByMouse && Settings.isMobile
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maximum: cursorHandle.position - 1
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readonly property var mappedOrigin: editor.mapToItem(parent, 0,0)
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// Mention scenePos in the mappedPos binding to force re-evaluation if it changes
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readonly property var mappedPos: listener.scenePos.x !== listener.scenePos.y !== Number.MAX_VALUE ?
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editor.mapToItem(parent, editor.selectionRectangle.x, editor.selectionRectangle.y) : -1
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x: mappedPos.x
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y: mappedPos.y
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visible: pressed || (input.hasSelection && handleX + handleWidth >= -1 && handleX - mappedOrigin.x <= control.width + 1)
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onPositionChanged: {
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if (!input.blockRecursion) {
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input.blockRecursion = true
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input.select(selectionHandle.position, cursorHandle.position)
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if (pressed)
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input.ensureVisible(position)
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input.blockRecursion = false
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}
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}
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}
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TextHandle {
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id: cursorHandle
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editor: input
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z: 1000001 // DefaultWindowDecoration+1
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parent: !input.activeFocus || Qt.platform.os === "ios" ? control : Window.contentItem // float (QTBUG-42538)
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control: input.control
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active: control.selectByMouse && Settings.isMobile
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minimum: input.hasSelection ? selectionHandle.position + 1 : -1
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readonly property var mappedOrigin: editor.mapToItem(parent, 0,0)
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// Mention scenePos in the mappedPos binding to force re-evaluation if it changes
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readonly property var mappedPos: listener.scenePos.x !== listener.scenePos.y !== Number.MAX_VALUE ?
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editor.mapToItem(parent, editor.cursorRectangle.x, editor.cursorRectangle.y) : -1
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x: mappedPos.x
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y: mappedPos.y
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visible: pressed || ((input.cursorVisible || input.hasSelection) && handleX + handleWidth >= -1 && handleX - mappedOrigin.x <= control.width + 1)
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onPositionChanged: {
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if (!input.blockRecursion) {
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input.blockRecursion = true
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if (!input.hasSelection)
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selectionHandle.position = cursorHandle.position
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input.select(selectionHandle.position, cursorHandle.position)
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input.blockRecursion = false
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}
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}
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}
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}
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