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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick
import QtQuick3D
Item {
id: root
property real xSpeed: 0.1
property real ySpeed: 0.1
property bool xInvert: false
property bool yInvert: true
property bool mouseEnabled: true
property bool keysEnabled: true
readonly property bool inputsNeedProcessing: status.useMouse
property alias acceptedButtons: dragHandler.acceptedButtons
implicitWidth: parent.width
implicitHeight: parent.height
focus: keysEnabled
property bool moveForwards: false
property bool moveBackwards: false
property bool moveLeft: false
property bool moveRight: false
property bool moveUp: false
property bool moveDown: false
property vector2d cameraRotation: Qt.vector2d(0, 0)
property bool sprintActive: false
DragHandler {
id: dragHandler
target: null
enabled: mouseEnabled
onCentroidChanged: {
mouseMoved(Qt.vector2d(centroid.position.x, centroid.position.y));
}
onActiveChanged: {
if (active)
mousePressed(Qt.vector2d(centroid.position.x, centroid.position.y));
else
mouseReleased(Qt.vector2d(centroid.position.x, centroid.position.y));
}
}
TapHandler {
onTapped: root.forceActiveFocus()
}
Keys.onPressed: (event)=> { if (keysEnabled) handleKeyPress(event) }
Keys.onReleased: (event)=> { if (keysEnabled) handleKeyRelease(event) }
function mousePressed(newPos) {
root.forceActiveFocus()
status.currentPos = newPos
status.lastPos = newPos
status.useMouse = true;
}
function mouseReleased(newPos) {
status.useMouse = false;
}
function mouseMoved(newPos) {
status.currentPos = newPos;
}
function forwardPressed() {
moveForwards = true
moveBackwards = false
}
function forwardReleased() {
moveForwards = false
}
function backPressed() {
moveBackwards = true
moveForwards = false
}
function backReleased() {
moveBackwards = false
}
function rightPressed() {
moveRight = true
moveLeft = false
}
function rightReleased() {
moveRight = false
}
function leftPressed() {
moveLeft = true
moveRight = false
}
function leftReleased() {
moveLeft = false
}
function upPressed() {
moveUp = true
moveDown = false
}
function upReleased() {
moveUp = false
}
function downPressed() {
moveDown = true
moveUp = false
}
function downReleased() {
moveDown = false
}
function shiftPressed() {
sprintActive = true
}
function shiftReleased() {
sprintActive = false
}
function handleKeyPress(event)
{
switch (event.key) {
case Qt.Key_W:
case Qt.Key_Up:
forwardPressed();
break;
case Qt.Key_S:
case Qt.Key_Down:
backPressed();
break;
case Qt.Key_A:
case Qt.Key_Left:
leftPressed();
break;
case Qt.Key_D:
case Qt.Key_Right:
rightPressed();
break;
case Qt.Key_R:
case Qt.Key_PageUp:
upPressed();
break;
case Qt.Key_F:
case Qt.Key_PageDown:
downPressed();
break;
case Qt.Key_Shift:
shiftPressed();
break;
}
}
function handleKeyRelease(event)
{
switch (event.key) {
case Qt.Key_W:
case Qt.Key_Up:
forwardReleased();
break;
case Qt.Key_S:
case Qt.Key_Down:
backReleased();
break;
case Qt.Key_A:
case Qt.Key_Left:
leftReleased();
break;
case Qt.Key_D:
case Qt.Key_Right:
rightReleased();
break;
case Qt.Key_R:
case Qt.Key_PageUp:
upReleased();
break;
case Qt.Key_F:
case Qt.Key_PageDown:
downReleased();
break;
case Qt.Key_Shift:
shiftReleased();
break;
}
}
Timer {
id: updateTimer
interval: 16
repeat: true
running: root.inputsNeedProcessing
onTriggered: {
processInputs();
}
}
function processInputs()
{
if (root.inputsNeedProcessing)
status.processInput();
}
QtObject {
id: status
property bool useMouse: false
property vector2d lastPos: Qt.vector2d(0, 0)
property vector2d currentPos: Qt.vector2d(0, 0)
function processInput() {
if (useMouse) {
// Get the delta
var delta = Qt.vector2d(lastPos.x - currentPos.x,
lastPos.y - currentPos.y);
// rotate x
var rotateX = delta.x * xSpeed
if (xInvert)
rotateX = -rotateX;
cameraRotation.x += rotateX
// rotate y
var rotateY = delta.y * -ySpeed
if (yInvert)
rotateY = -rotateY;
cameraRotation.y += rotateY;
lastPos = currentPos;
}
}
}
}