cleaned up and commented code

This commit is contained in:
2026-08-10 23:41:39 -05:00
parent 75f0cbded6
commit 670a7d744e
4 changed files with 66 additions and 42 deletions
+24 -23
View File
@@ -3,12 +3,14 @@ import QtQuick.Window
import NomadInput 1.0
QtObject {
// this is our top screen, for now, though in the future I would like to have it configurable which screen does which.
// I'll burn that bridge when I get to it
property Window topWindow: Window {
width: 960
width: 960 // this resolution size is for development. I'd like to have a cleaner way to develop for 1080p without getting a dedicated monitor for testing nomad on my dev computer
height: 540
visible: true
title: "nomad-top"
property string lastInputText: "none"
title: "nomad-top" // this is necesarry for Sway, which auto-assigns the windows
property string lastInputText: "none" // I've never really integrated NomadInput into this debug section in the top half and now I'm too lazy to. it's just a placeholder anyway.
Connections {
target: inputManager
@@ -21,7 +23,7 @@ QtObject {
}
}
Rectangle {
Rectangle { // just a placeholder for the top screen until we do something better
anchors.fill: parent
color: "#181818"
@@ -45,19 +47,10 @@ QtObject {
}
property Window bottomWindow: Window {
width: 620
width: 620 // again, half-resolution
height: 540
visible: true
title: "nomad-bottom"
readonly property var mainMenuNavRegions: ({
DockMenu: 0,
GamesList: 1,
Count: 2
})
property int focusRegion: bottomWindow.mainMenuNavRegions.GamesList
property int dockMenuIndex: 0
title: "nomad-bottom" // window titling for Sway auto-assign
NavigationManager {
id: navigationManager
@@ -67,6 +60,8 @@ QtObject {
Connections {
target: inputManager
// you don't wanna know what this used to look like :dread:
// just checks if our navigation is directional, and, if so, moves the selection in that direction
function onActionPressed(action) {
switch (action) {
case InputManager.Up:
@@ -85,7 +80,8 @@ QtObject {
anchors.fill: parent
color: "#181818"
Text {
// top text where a menu dock will probably be eventually
Text {
anchors.top: parent.top
anchors.topMargin: 30
anchors.horizontalCenter: parent.horizontalCenter
@@ -95,6 +91,8 @@ QtObject {
font.pixelSize: 24
}
// this is the game carousel. mostly self explanatory, but I wanna point out that the local index for this listView does probably still matter.
// I got rid of dedicated menu indexing for the dock, but I think it still matters here, for the sake of auto-scrolling
ListView {
id: gamesList
@@ -102,23 +100,25 @@ QtObject {
anchors.right: parent.right
anchors.verticalCenter: parent.verticalCenter
// TODO: Tune this stuff !!! it feels just slightly janky and off for now, game cards don't align when scrolling, they go all the way out
// to the edge with no spacing at all when on the leftmost or rightmost cards, and vertical navigation from the dock feels *wrong*, idk,
// fix it sometime.
height: 140
orientation: ListView.Horizontal
preferredHighlightBegin: 200
preferredHighlightEnd: 420
highlightRangeMode: ListView.ApplyRange
spacing: 20
model: 20
model: 20 // this is a placeholder for now, I don't know how I really want to handle max game carousel size yet. another time.
Component.onCompleted: {
Component.onCompleted: { // on startup, this should select the first game in the list.
if (currentItem) {
navigationManager.focusItem(currentItem)
}
}
delegate: Rectangle {
delegate: Rectangle { // TODO: design a real game card QML to replace this placeholder
id: gameTile
width: 110
@@ -126,7 +126,7 @@ QtObject {
color: navigationManager.currentItem === gameTile ? "blue" : "white"
function navFocus() {
function onNavigationFocused() {
gamesList.currentIndex = index
}
@@ -168,8 +168,9 @@ QtObject {
color: navigationManager.currentItem === dockButton ? "blue" : "white"
function navFocus() {
bottomWindow.dockMenuIndex = index
function onNavigationFocused() {
// there used to be code here when my navigation was worse. I bet I'll need it eventually tho
// this entire section is a placeholder dock button anyway though.
}
Component.onCompleted: {
+24 -11
View File
@@ -1,13 +1,18 @@
import QtQuick
import NomadInput 1.0
// NavigationManager
// This thing's job is to keep track of the "physical" logcation of every UI element that can be navigated to, and allow for directional
// navigation of the on-screen UI. It requires every selectable object on-screen to register itself so that we can keep track of what is
// where, so much of it's functionality is registering and unregistering and reviewing that registry of items.
QtObject {
id: manager
property Item rootItem: null
property list<QtObject> items
property Item rootItem: null // this is necesarry for the sake of having a global co-ordinate system by which to keep track of stuff
property list<QtObject> items
property var currentItem: null
// set the focus on a particular item in the registry
function focusItem(item) {
if (!item) {
return
@@ -15,8 +20,9 @@ QtObject {
currentItem = item
if (typeof item.navFocus === "function") {
item.navFocus()
// this is a little helper function that is called on anything that's focused (Assuming the object has such a function).
if (typeof item.onNavigationFocused === "function") {
item.onNavigationFocused()
}
}
@@ -25,6 +31,7 @@ QtObject {
return
}
// double check that we haven't registered this yet
for (let i = 0; i < items.length; i++) {
if (items[i] === item) {
return
@@ -53,13 +60,18 @@ QtObject {
}
function move(action) {
// just to make sure everything is set up right
if (!currentItem || !rootItem) {
return
}
// this is our direction vector by which to move.
// since I made it like this, I could probably put analog directions into this easily.
// don't know if I would actually want to, but I probably could easily.
let dx = 0
let dy = 0
// analog input aside, this just takes our cardinal input directiosn and sets the vector accordingly
switch(action) {
case InputManager.Left:
dx = -1
@@ -81,14 +93,17 @@ QtObject {
return
}
// we want the center point of the actual item, not just the coordinates it's set to. better for directionality.
let currentCenter = currentItem.mapToItem(rootItem, currentItem.width / 2, currentItem.height / 2)
let bestItem = null
let bestScore = Infinity
// sorts through all our items to see which is closest
for (let i = 0; i < items.length; i++) {
let candidate = items[i]
// sanity checks
if (!candidate) {
continue
}
@@ -101,6 +116,7 @@ QtObject {
continue
}
// we want the center point of the item, just like before
let candidateCenter = candidate.mapToItem(rootItem, candidate.width / 2, candidate.height / 2)
let differenceX = candidateCenter.x - currentCenter.x
@@ -109,31 +125,28 @@ QtObject {
let forwardDistance
let sidewaysDistance
if (dx !== 0) {
if (dx !== 0) { // Horizontal directions
forwardDistance = differenceX * dx
sidewaysDistance = Math.abs(differenceY)
} else {
} else { // vectical directions
forwardDistance = differenceY * dy
sidewaysDistance = Math.abs(differenceX)
}
if (forwardDistance <= 0) {
if (forwardDistance <= 0) { // if it's on the wrong side of the object just discard it
continue
}
let score = forwardDistance + sidewaysDistance * 2
let score = forwardDistance + sidewaysDistance * 2 // this might need to be tuned later. prioritizes vertical alignment
if (score < bestScore) {
bestScore = score
bestItem = candidate
}
console.log("candidate:", candidate, "center:", candidateCenter.x, candidateCenter.y, "difference:", differenceX, differenceY)
}
if (bestItem) {
focusItem(bestItem)
}
console.log("MOVE", inputManager.actionName(action), "current:", currentItem, "center:", currentCenter.x, currentCenter.y)
}
}
+5
View File
@@ -3,6 +3,9 @@
#include <QEvent>
#include <QKeyEvent>
// InputManager is intended to make all input detection standard across all input devices that
// nomad supports, turning them into generic input commands for other parts of the program to
// follow. It emits signals when inputs are pressed and when inputs are released
bool InputManager::eventFilter(QObject *watched, QEvent *event)
{
// filter for keyboard presses and releases
@@ -17,6 +20,7 @@ bool InputManager::eventFilter(QObject *watched, QEvent *event)
// translate to nomad Action
Action action;
// hard-coded keyboard binding. may or may not ever make it configurable.
switch (keyEvent->key()) {
case Qt::Key_Up:
action = Action::Up;
@@ -115,6 +119,7 @@ bool InputManager::eventFilter(QObject *watched, QEvent *event)
return true;
}
// defines our list of actions
QString InputManager::actionName(Action action) const
{
switch (action) {
+13 -8
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@@ -6,26 +6,31 @@
int main(int argc, char *argv[])
{
// creates our Qt GUI app
QGuiApplication app(argc, argv);
// creats InputManager and installs it as an application-wide event filter so it can observe input events before normal delivery
InputManager inputManager;
app.installEventFilter(&inputManager);
qmlRegisterUncreatableMetaObject(
InputManager::staticMetaObject,
"NomadInput",
1, 0,
"InputManager",
"InputManager is created by nomad"
);
// Expose InputManager's Qt meta-object to QML under the NomadInput module, for ease of reading code.
// This lets us refer to inputs as InputManager.Left, InputManager.Right, et cetera
// QML isn't allowed to create it's own
qmlRegisterUncreatableMetaObject(InputManager::staticMetaObject, "NomadInput", 1, 0, "InputManager", "InputManager is created by nomad");
// start up the QML engine
QQmlApplicationEngine engine;
// make our InputManager instance available to QML for signals
engine.rootContext()->setContextProperty("inputManager", &inputManager);
// load our Main.qml into the engine to start things off
engine.loadFromModule("nomad", "Main");
if (engine.rootObjects().isEmpty())
// makes sure we've got QML objects
if (engine.rootObjects().isEmpty()) {
return -1;
}
// Start the event loop and keeps nomad running until it exits
return app.exec();
}