main.qml Example File | Qt Canvas 3D 5.6

Qt 5.6 | Qt Canvas 3D | Interactive Mobile Phone Example | main.qml Example File

Qt 5.6.2 Reference Documentation

# main.qml Example File

threejs/cellphone/qml/cellphone/main.qml

      /****************************************************************************
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      ** Copyright (C) 2015 The Qt Company Ltd.
      ** Contact: http://www.qt.io/licensing/
      **
      ** This file is part of the QtCanvas3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL3$
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      ** GNU Lesser General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU Lesser
      ** General Public License version 3 as published by the Free Software
      ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
      ** packaging of this file. Please review the following information to
      ** ensure the GNU Lesser General Public License version 3 requirements
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      ** GNU General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU
      ** General Public License version 2.0 or later as published by the Free
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      import QtQuick 2.6
      import QtQuick.Window 2.2

      Window {
          property int initialWidth: 800
          property int initialHeight: 600
          id: mainView
          width: initialWidth
          height: initialHeight
          visible: true
          title: "Interactive Mobile Phone Demo"
          color: "black"

          Item {
              id: textureSource
              layer.enabled: true
              layer.smooth: true
              layer.textureMirroring: ShaderEffectSource.NoMirroring
              anchors.centerIn: parent
              // The dimensions of the texture source item determine the actual OpenGL texture dimensions.
              // We want a fairly large texture, so that even the smallest text we use renders nicely.
              width: 512
              height: 1024
              // Hide texture source behind the canvas normally, so you can't interact with it.
              // It would also be possible to set visible property to false instead, but if the item
              // is hidden, some things don't update correctly. For example, the Flickable doesn't update
              // its content if it is not visible.
              z: -2
              // Specify transform to make the visual representation of the item match the size and
              // orientation of the ui presented in Canvas. If the window initial dimensions,
              // textureSource dimensions, or phone mesh dimensions or position are changed,
              // scaling needs to be adjusted accordingly.
              transform: [
                  Scale {
                      origin.y: textureSource.height / 2
                      origin.x: textureSource.width / 2
                      yScale: 0.5 * mainView.height / mainView.initialHeight
                      xScale: 0.5 * mainView.height / mainView.initialHeight
                  }
              ]
              opacity: 0.0

              // CellphoneApp implements the UI of the phone
              CellphoneApp {
                  id: cellphoneApp
                  anchors.fill: parent
                  backgroundColor: "black"
                  textColor: "white"
                  onLocked: canvas3d.state = "running"
              }
          }

          // CellphoneCanvas displays the rotating phone and the color selector
          CellphoneCanvas {
              id: canvas3d
              anchors.fill:parent
              textureSource: textureSource
              onRotationStopped: {
                  cellphoneApp.resetLockTimer()
                  // Bring the UI to the foreground so that it can be interacted with
                  textureSource.z = 1
              }
              onRotationStarted: {
                  // Hide the texture source behind canvas to ensure UI cannot be
                  // interacted while the phone is rotating.
                  textureSource.z = -1
              }
          }

          ColorSelector {
              anchors.right: parent.right
              anchors.top: parent.top
              width: parent.width / 16

              onSelectedColorChanged: canvas3d.caseColor = selectedColor
          }

          // FPS display, initially hidden, clicking will show it
          FpsDisplay {
              anchors.left: parent.left
              anchors.top: parent.top
              width: 32
              height: 64
              fps: canvas3d.fps
          }
      }