/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Qt Components project. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 1.1 import "." 1.0 Item { id: root width: screen.displayWidth height: screen.displayHeight property alias color: background.color default property alias content: windowContent.data // Read only property true if window is in portrait property alias inPortrait: window.portrait signal orientationChangeAboutToStart signal orientationChangeStarted signal orientationChangeFinished Rectangle { id: background anchors.fill: parent color: "black" } Item { id: window property bool portrait width: window.portrait ? screen.displayHeight : screen.displayWidth height: window.portrait ? screen.displayWidth : screen.displayHeight anchors.centerIn : parent transform: Rotation { id: windowRotation; origin.x: 0; origin.y: 0; angle: 0 } Item { id: windowContent width: parent.width height: parent.height - heightDelta // Used for resizing windowContent when virtual keyboard appears property int heightDelta: 0 objectName: "windowContent" clip: true Connections { id: inputContextConnection target: inputContext onSoftwareInputPanelVisibleChanged: inputContextConnection.updateWindowContentHeightDelta(); onSoftwareInputPanelRectChanged: inputContextConnection.updateWindowContentHeightDelta(); function updateWindowContentHeightDelta() { if(inputContext.customSoftwareInputPanelVisible) return if (root.inPortrait) windowContent.heightDelta = inputContext.softwareInputPanelRect.width else windowContent.heightDelta = inputContext.softwareInputPanelRect.height } } } SoftwareInputPanel { id: softwareInputPanel active: inputContext.customSoftwareInputPanelVisible anchors.bottom: parent.bottom onHeightChanged: { windowContent.heightDelta = height } Loader { id: softwareInputPanelLoader width: parent.width sourceComponent: inputContext.customSoftwareInputPanelComponent } } Snapshot { id: snapshot anchors.top: parent.top anchors.left: parent.left width: screen.displayWidth height: screen.displayHeight snapshotWidth: screen.displayWidth snapshotHeight: screen.displayHeight opacity: 0 transform: Rotation { id: snapshotRotation; origin.x: screen.displayHeight / 2; origin.y: screen.displayHeight / 2; angle: 0 } } state: screen.orientationString states: [ State { name: "Landscape" PropertyChanges { target: window; rotation: 0; portrait: false; } PropertyChanges { target: windowRotation; origin.x: root.height / 2; origin.y: root.height / 2; } PropertyChanges { target: snapshot; anchors.leftMargin: 0; anchors.topMargin: 0 } }, State { name: "Portrait" PropertyChanges { target: window; rotation: 270; portrait: true; } PropertyChanges { target: windowRotation; origin.x: root.height - root.width / 2; origin.y: root.width / 2; } PropertyChanges { target: snapshot; anchors.leftMargin: 0; anchors.topMargin: 0 } }, State { name: "LandscapeInverted" PropertyChanges { target: window; rotation: 180; portrait: false; } PropertyChanges { target: windowRotation; origin.x: root.height / 2; origin.y: root.height / 2; } PropertyChanges { target: snapshot; anchors.leftMargin: 374; anchors.topMargin: 0 } }, State { name: "PortraitInverted" PropertyChanges { target: window; rotation: 90; portrait: true; } PropertyChanges { target: windowRotation; origin.x: root.height - root.width / 2; origin.y: root.width / 2; } PropertyChanges { target: snapshot; anchors.leftMargin: 0; anchors.topMargin: 374 } } ] transitions: [ Transition { // use this transition when sip is visible from: (inputContext.softwareInputPanelVisible ? "*" : "disabled") to: (inputContext.softwareInputPanelVisible ? "*" : "disabled") PropertyAction { target: window; properties: "rotation"; } ScriptAction { script: { root.orientationChangeAboutToStart(); platformWindow.startSipOrientationChange(window.rotation); // note : we should really connect these signals to MInputMethodState // signals so that they are emitted at the appropriate time // but there aren't any root.orientationChangeStarted(); root.orientationChangeFinished(); } } }, Transition { // use this transition when sip is not visible from: (screen.minimized ? "disabled" : (inputContext.softwareInputPanelVisible ? "disabled" : "*")) to: (screen.minimized ? "disabled" : (inputContext.softwareInputPanelVisible ? "disabled" : "*")) SequentialAnimation { alwaysRunToEnd: true ScriptAction { script: { snapshot.take(); snapshot.opacity = 1.0; snapshotRotation.angle = -window.rotation; snapshot.smooth = false; // Quick & coarse rotation consistent with MTF platformWindow.animating = true; root.orientationChangeAboutToStart(); } } PropertyAction { target: window; properties: "portrait"; } ScriptAction { script: { windowContent.opacity = 0.0; root.orientationChangeStarted(); } } ParallelAnimation { NumberAnimation { target: windowContent; property: "opacity"; to: 1.0; easing.type: Easing.InOutExpo; duration: 600; } NumberAnimation { target: snapshot; property: "opacity"; to: 0.0; easing.type: Easing.InOutExpo; duration: 600; } PropertyAction { target: windowRotation; properties: "origin.x"; } PropertyAction { target: windowRotation; properties: "origin.y"; } RotationAnimation { target: windowRotation; property: "angle"; from: -screen.rotationDirection * 90; to: 0; direction: RotationAnimation.Shortest; easing.type: Easing.InOutExpo; duration: 600; } } ScriptAction { script: { windowRotation.angle = 0 snapshot.free(); root.orientationChangeFinished(); platformWindow.animating = false; } } } } ] focus: true Keys.onReleased: { if (event.key == Qt.Key_I && event.modifiers == Qt.AltModifier) { theme.inverted = !theme.inverted; } if (event.key == Qt.Key_E && event.modifiers == Qt.AltModifier) { if(screen.currentOrientation == Screen.Landscape) { screen.allowedOrientations = Screen.Portrait; } else if(screen.currentOrientation == Screen.Portrait) { screen.allowedOrientations = Screen.LandscapeInverted; } else if(screen.currentOrientation == Screen.LandscapeInverted) { screen.allowedOrientations = Screen.PortraitInverted; } else if(screen.currentOrientation == Screen.PortraitInverted) { screen.allowedOrientations = Screen.Landscape; } } if (event.key == Qt.Key_E && event.modifiers == Qt.ControlModifier ) { if(screen.currentOrientation == Screen.Portrait) { screen.allowedOrientations = Screen.Landscape; } else if(screen.currentOrientation == Screen.LandscapeInverted) { screen.allowedOrientations = Screen.Portrait; } else if(screen.currentOrientation == Screen.PortraitInverted) { screen.allowedOrientations = Screen.LandscapeInverted; } else if(screen.currentOrientation == Screen.Landscape) { screen.allowedOrientations = Screen.PortraitInverted; } } } } }