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https://github.com/moonlight-stream/moonlight-qt
synced 2025-01-09 09:48:43 +00:00
Automatically scroll the SettingsView to ensure the focused item is visible
Also removed old manual scrolling code from SdlGamepadKeyNavigation as it was broken on Qt 6 anyway.
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3 changed files with 44 additions and 42 deletions
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@ -1,6 +1,7 @@
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import QtQuick 2.9
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import QtQuick.Controls 2.2
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import QtQuick.Layouts 1.2
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import QtQuick.Window 2.2
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import StreamingPreferences 1.0
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import ComputerManager 1.0
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@ -25,6 +26,49 @@ Flickable {
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}
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}
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function isChildOfFlickable(item) {
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while (item) {
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if (item.parent === contentItem) {
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return true
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}
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item = item.parent
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}
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return false
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}
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NumberAnimation on contentY {
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id: autoScrollAnimation
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duration: 100
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}
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Window.onActiveFocusItemChanged: {
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var item = Window.activeFocusItem
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if (item) {
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// Ignore non-child elements like the toolbar buttons
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if (!isChildOfFlickable(item)) {
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return
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}
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// Map the focus item's position into our content item's coordinate space
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var pos = item.mapToItem(contentItem, 0, 0)
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// Ensure some extra space is visible around the element we're scrolling to
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var scrollMargin = height > 100 ? 50 : 0
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if (pos.y - scrollMargin < contentY) {
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autoScrollAnimation.from = contentY
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autoScrollAnimation.to = Math.max(pos.y - scrollMargin, 0)
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autoScrollAnimation.start()
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}
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else if (pos.y + item.height + scrollMargin > contentY + height) {
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autoScrollAnimation.from = contentY
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autoScrollAnimation.to = Math.min(pos.y + item.height + scrollMargin - height, contentHeight - height)
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autoScrollAnimation.start()
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}
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}
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}
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StackView.onActivated: {
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// This enables Tab and BackTab based navigation rather than arrow keys.
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// It is required to shift focus between controls on the settings page.
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@ -239,31 +239,6 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
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m_LastAxisNavigationEventTime = SDL_GetTicks();
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}
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// In UI navigation mode (settings page), use the right stick to scroll
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if (m_UiNavMode) {
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short rightX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTX);
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short rightY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTY);
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QPoint wheelDelta;
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if (rightX > 30000) {
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wheelDelta.setX(30);
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}
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else if (rightX < -30000) {
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wheelDelta.setX(-30);
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}
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if (rightY > 30000) {
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wheelDelta.setY(-30);
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}
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else if (rightY < -30000) {
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wheelDelta.setY(30);
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}
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if (!wheelDelta.isNull()) {
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sendWheel(wheelDelta);
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}
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}
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}
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}
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@ -277,22 +252,6 @@ void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::Keyboa
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}
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}
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void SdlGamepadKeyNavigation::sendWheel(QPoint& angleDelta)
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{
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QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
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QWindow* focusWindow = app->focusWindow();
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if (focusWindow != nullptr) {
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QPoint mousePos(focusWindow->width() / 2, focusWindow->height() / 2);
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QPoint globalPos(focusWindow->mapToGlobal(mousePos));
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#if QT_VERSION >= QT_VERSION_CHECK(5, 12, 0)
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QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, false, Qt::MouseEventSynthesizedByApplication);
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#else
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QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, angleDelta.y(), Qt::Vertical, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, Qt::MouseEventSynthesizedByApplication, false);
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#endif
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app->sendEvent(focusWindow, &wheelEvent);
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}
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}
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void SdlGamepadKeyNavigation::setUiNavMode(bool uiNavMode)
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{
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m_UiNavMode = uiNavMode;
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@ -24,7 +24,6 @@ public:
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private:
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void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
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void sendWheel(QPoint& angleDelta);
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private slots:
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void onPollingTimerFired();
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