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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ #include "custominputhandler.h"
++
++ #include <QtDataVisualization/q3dcamera.h>
++ #include <QtCore/qmath.h>
++
++ CustomInputHandler::CustomInputHandler(QAbstract3DGraph *graph, QObject *parent) :
++ Q3DInputHandler(parent)
++ {
++ // Connect to the item selection signal from graph
++ connect(graph, &QAbstract3DGraph::selectedElementChanged, this,
++ &CustomInputHandler::handleElementSelected);
++ }
++
++ void CustomInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
++ {
++ if (Qt::LeftButton == event->button()) {
++ m_highlight->setVisible(false);
++ m_mousePressed = true;
++ }
++ Q3DInputHandler::mousePressEvent(event, mousePos);
++ }
++
++ //! [1]
++ void CustomInputHandler::wheelEvent(QWheelEvent *event)
++ {
++ float delta = float(event->angleDelta().y());
++
++ m_axisXMinValue += delta;
++ m_axisXMaxValue -= delta;
++ m_axisZMinValue += delta;
++ m_axisZMaxValue -= delta;
++ checkConstraints();
++
++ float y = (m_axisXMaxValue - m_axisXMinValue) * m_aspectRatio;
++
++ m_axisX->setRange(m_axisXMinValue, m_axisXMaxValue);
++ m_axisY->setRange(100.f, y);
++ m_axisZ->setRange(m_axisZMinValue, m_axisZMaxValue);
++ }
++ //! [1]
++
++ void CustomInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
++ {
++ // Check if we're trying to drag axis label
++ if (m_mousePressed && m_state != StateNormal) {
++ setPreviousInputPos(inputPosition());
++ setInputPosition(mousePos);
++ handleAxisDragging();
++ } else {
++ Q3DInputHandler::mouseMoveEvent(event, mousePos);
++ }
++ }
++
++ void CustomInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
++ {
++ Q3DInputHandler::mouseReleaseEvent(event, mousePos);
++ m_mousePressed = false;
++ m_state = StateNormal;
++ }
++
++ void CustomInputHandler::handleElementSelected(QAbstract3DGraph::ElementType type)
++ {
++ switch (type) {
++ case QAbstract3DGraph::ElementAxisXLabel:
++ m_state = StateDraggingX;
++ break;
++ case QAbstract3DGraph::ElementAxisZLabel:
++ m_state = StateDraggingZ;
++ break;
++ default:
++ m_state = StateNormal;
++ break;
++ }
++ }
++
++ void CustomInputHandler::handleAxisDragging()
++ {
++ float distance = 0.f;
++
++ // Get scene orientation from active camera
++ float xRotation = scene()->activeCamera()->xRotation();
++
++ // Calculate directional drag multipliers based on rotation
++ float xMulX = qCos(qDegreesToRadians(xRotation));
++ float xMulY = qSin(qDegreesToRadians(xRotation));
++ float zMulX = qSin(qDegreesToRadians(xRotation));
++ float zMulY = qCos(qDegreesToRadians(xRotation));
++
++ // Get the drag amount
++ QPoint move = inputPosition() - previousInputPos();
++
++ // Adjust axes
++ switch (m_state) {
++ //! [0]
++ case StateDraggingX:
++ distance = (move.x() * xMulX - move.y() * xMulY) * m_speedModifier;
++ m_axisXMinValue -= distance;
++ m_axisXMaxValue -= distance;
++ if (m_axisXMinValue < m_areaMinValue) {
++ float dist = m_axisXMaxValue - m_axisXMinValue;
++ m_axisXMinValue = m_areaMinValue;
++ m_axisXMaxValue = m_axisXMinValue + dist;
++ }
++ if (m_axisXMaxValue > m_areaMaxValue) {
++ float dist = m_axisXMaxValue - m_axisXMinValue;
++ m_axisXMaxValue = m_areaMaxValue;
++ m_axisXMinValue = m_axisXMaxValue - dist;
++ }
++ m_axisX->setRange(m_axisXMinValue, m_axisXMaxValue);
++ break;
++ //! [0]
++ case StateDraggingZ:
++ distance = (move.x() * zMulX + move.y() * zMulY) * m_speedModifier;
++ m_axisZMinValue += distance;
++ m_axisZMaxValue += distance;
++ if (m_axisZMinValue < m_areaMinValue) {
++ float dist = m_axisZMaxValue - m_axisZMinValue;
++ m_axisZMinValue = m_areaMinValue;
++ m_axisZMaxValue = m_axisZMinValue + dist;
++ }
++ if (m_axisZMaxValue > m_areaMaxValue) {
++ float dist = m_axisZMaxValue - m_axisZMinValue;
++ m_axisZMaxValue = m_areaMaxValue;
++ m_axisZMinValue = m_axisZMaxValue - dist;
++ }
++ m_axisZ->setRange(m_axisZMinValue, m_axisZMaxValue);
++ break;
++ default:
++ break;
++ }
++ }
++
++ void CustomInputHandler::checkConstraints()
++ {
++ //! [2]
++ if (m_axisXMinValue < m_areaMinValue)
++ m_axisXMinValue = m_areaMinValue;
++ if (m_axisXMaxValue > m_areaMaxValue)
++ m_axisXMaxValue = m_areaMaxValue;
++ // Don't allow too much zoom in
++ if ((m_axisXMaxValue - m_axisXMinValue) < m_axisXMinRange) {
++ float adjust = (m_axisXMinRange - (m_axisXMaxValue - m_axisXMinValue)) / 2.f;
++ m_axisXMinValue -= adjust;
++ m_axisXMaxValue += adjust;
++ }
++ //! [2]
++
++ if (m_axisZMinValue < m_areaMinValue)
++ m_axisZMinValue = m_areaMinValue;
++ if (m_axisZMaxValue > m_areaMaxValue)
++ m_axisZMaxValue = m_areaMaxValue;
++ // Don't allow too much zoom in
++ if ((m_axisZMaxValue - m_axisZMinValue) < m_axisZMinRange) {
++ float adjust = (m_axisZMinRange - (m_axisZMaxValue - m_axisZMinValue)) / 2.f;
++ m_axisZMinValue -= adjust;
++ m_axisZMaxValue += adjust;
++ }
++ }