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