212 lines
7.1 KiB
QML
212 lines
7.1 KiB
QML
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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*
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* Copyright 2013 - 2022, nymea GmbH
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* Contact: contact@nymea.io
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*
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* This file is part of nymea.
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* This project including source code and documentation is protected by
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* copyright law, and remains the property of nymea GmbH. All rights, including
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* reproduction, publication, editing and translation, are reserved. The use of
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* this project is subject to the terms of a license agreement to be concluded
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* with nymea GmbH in accordance with the terms of use of nymea GmbH, available
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* under https://nymea.io/license
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*
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* GNU General Public License Usage
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* Alternatively, this project may be redistributed and/or modified under the
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* terms of the GNU General Public License as published by the Free Software
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* Foundation, GNU version 3. This project is distributed in the hope that it
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* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
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* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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* Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this project. If not, see <https://www.gnu.org/licenses/>.
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*
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* For any further details and any questions please contact us under
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* contact@nymea.io or see our FAQ/Licensing Information on
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* https://nymea.io/license/faq
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*
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import QtQuick 2.5
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import QtQuick.Controls 2.2
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import Nymea 1.0
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import QtQuick.Layouts 1.2
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import "../utils"
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Item {
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id: root
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property Thing thing: null
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property string stateName: ""
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property StateType stateType: thing ? thing.thingClass.stateTypes.findByName(stateName) : null
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property color color: Style.accentColor
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property bool on: true
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property int precision: 1
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readonly property State progressState: thing ? thing.states.getState(stateType.id) : null
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readonly property State powerState: thing ? thing.stateByName("power") : null
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property int startAngle: 135
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property int maxAngle: 270
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readonly property int steps: canvas.roundToPrecision(root.progressState.maxValue - root.progressState.minValue) / root.precision + 1
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readonly property double stepSize: (root.progressState.maxValue - root.progressState.minValue) / steps
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readonly property double anglePerStep: maxAngle / steps
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ActionQueue {
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id: actionQueue
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thing: root.thing
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stateType: root.stateType
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onPendingValueChanged: canvas.requestPaint()
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}
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ActionQueue {
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id: powerActionQueue
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thing: root.thing
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stateName: "power"
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}
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Connections {
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target: root.progressState
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onValueChanged: {
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canvas.requestPaint()
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}
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}
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Canvas {
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id: canvas
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anchors.centerIn: root
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width: Math.min(root.width, root.height)
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height: width
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property color effectColor: root.on ? root.color : Style.iconColor
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Behavior on effectColor { ColorAnimation { duration: Style.animationDuration } }
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onEffectColorChanged: requestPaint()
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function roundToPrecision(value) {
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var tmp = Math.round(value / root.precision) * root.precision;
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return tmp;
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}
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onPaint: {
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var ctx = getContext("2d");
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ctx.reset();
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var center = { x: canvas.width / 2, y: canvas.height / 2 };
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// Step lines
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var currentValue = actionQueue.pendingValue || root.progressState.value
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var currentStep;
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if (root.progressState) {
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currentStep = roundToPrecision(currentValue - root.progressState.minValue) / root.precision
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}
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// print("* current step", currentStep, root.steps, currentValue)
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for(var step = 0; step < steps; step += root.precision) {
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var angle = step * anglePerStep + startAngle;
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var innerRadius = canvas.width * 0.4
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var outerRadius = canvas.width * 0.5
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if (step <= currentStep) {
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ctx.strokeStyle = canvas.effectColor
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innerRadius = canvas.width * 0.38
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ctx.lineWidth = 4;
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} else {
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ctx.strokeStyle = Style.tileOverlayColor;
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ctx.lineWidth = 1;
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}
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ctx.beginPath();
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// rotate
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//convert to radians
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var rad = angle * Math.PI/180;
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var c = Math.cos(rad);
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var s = Math.sin(rad);
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var innerPointX = center.x + (innerRadius * c);
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var innerPointY = center.y + (innerRadius * s);
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var outerPointX = center.x + (outerRadius * c);
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var outerPointY = center.x + (outerRadius * s);
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ctx.moveTo(innerPointX, innerPointY);
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ctx.lineTo(outerPointX, outerPointY);
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ctx.stroke();
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ctx.closePath();
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}
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}
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}
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MouseArea {
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anchors.fill: canvas
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property bool dragging: false
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property double lastAngle
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property double angleDiff: 0
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onPressed: {
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angleDiff = 0
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lastAngle = calculateAngle(mouseX, mouseY)
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}
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onReleased: {
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if (!dragging && root.powerState) {
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PlatformHelper.vibrate(PlatformHelper.HapticsFeedbackSelection)
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powerActionQueue.sendValue(!root.powerState.value)
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}
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dragging = false
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}
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onPositionChanged: {
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var angle = calculateAngle(mouseX, mouseY)
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var tmpDiff = angle - lastAngle
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if (tmpDiff > 300) {
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tmpDiff -= 360
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}
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if (tmpDiff < -300) {
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tmpDiff += 360
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}
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lastAngle = angle;
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angleDiff += tmpDiff
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if (Math.abs(angleDiff) > 1) {
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dragging = true
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}
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var valueDiff = angleDiff / root.anglePerStep * root.stepSize
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valueDiff = canvas.roundToPrecision(valueDiff)
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if (Math.abs(valueDiff) > 0) {
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var currentValue = actionQueue.pendingValue || root.progressState.value
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var newValue = currentValue + valueDiff
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newValue = Math.min(root.progressState.maxValue, Math.max(root.progressState.minValue, newValue))
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print("newValue", newValue)
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if (currentValue !== newValue) {
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actionQueue.sendValue(newValue)
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}
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var steps = Math.round(valueDiff / root.stepSize)
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angleDiff -= steps * root.anglePerStep
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}
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}
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function calculateAngle(mouseX, mouseY) {
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// transform coords to center of dial
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mouseX -= canvas.width / 2
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mouseY -= canvas.height / 2
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var rad = Math.atan(mouseY / mouseX);
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var angle = rad * 180 / Math.PI
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angle += 90;
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if (mouseX < 0 && mouseY >= 0) angle = 180 + angle;
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if (mouseX < 0 && mouseY < 0) angle = 180 + angle;
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return angle;
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}
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}
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}
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