Flickable toise from Toise

This commit is contained in:
Louis-Joseph Fournier 2016-01-11 17:46:08 +01:00
parent 1d14fe935e
commit a9aada07d8
3 changed files with 68 additions and 3 deletions

View file

@ -129,7 +129,7 @@ Item {
}
// octave toise
Toise {
ToiseFlickable {
anchors.top: main.is_portrait ? title_octave.bottom : toise.bottom
anchors.topMargin: parent.margin_h
@ -138,7 +138,7 @@ Item {
theme: main.theme
marks: [1, 2, 3, 4, 5, 6, 7, 9]
marks: [1, 2, 3, 4, 5, 6, 7, 8, 9]
//nb_marks_displayed: is_portrait ? 4 : 3
width: parent.width * 0.6

View file

@ -49,6 +49,8 @@ Item {
property double delta: position - Math.floor(position)
property int idx_modulo: index % nb_marks
property alias cellWidth: toise.cellWidth
Behavior on position {
NumberAnimation {
duration: 200
@ -60,7 +62,7 @@ Item {
id: toise
anchors.top: parent.top
anchors.left: parent.left
anchors.leftMargin: is_pair ? - cellWidth * delta : 0
anchors.leftMargin: - cellWidth * delta
anchors.bottom: parent.bottom
anchors.right: parent.right
anchors.topMargin: h_margin

63
qml/ToiseFlickable.qml Normal file
View file

@ -0,0 +1,63 @@
/* Copyright 2016 (C) Louis-Joseph Fournier
* louisjoseph.fournier@gmail.com
*
* This file is part of SailTuner.
*
* SailTuner is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* SailTuner is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
import QtQuick 2.0
/**
* ToiseFlickable
*
* A toise flickable with the mouse
*/
Toise {
MouseArea {
property int refX: 0
property double refPos: parent.position
anchors.fill: parent
onPressed: {
refX = mouseX
refPos = position
}
onMouseXChanged: {
if (!pressed) return
var d = (refX - mouseX) / parent.cellWidth
var p = refPos + d
var i = Math.round(p + (nb_marks_displayed - 1) / 2)
index = i % nb_marks
position = p
delta = position - Math.floor(position)
first_mark = Math.floor(position) % nb_marks
}
onReleased: {
var p = 0
var d = position - Math.floor(position)
if (d < 0.5) {
p = Math.floor(position)
}
else {
p = Math.ceil(position)
}
var i = Math.floor(p + (nb_marks_displayed - 1) / 2)
index = i % nb_marks
first_mark = p % nb_marks
position = p
delta = 0
}
}
}