Files
nomad-shell/shell/qml/NavigationManager.qml

152 lines
4.5 KiB
QML

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 // 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
}
currentItem = item
// 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()
}
}
function registerItem(item) {
if (!item) {
return
}
// double check that we haven't registered this yet
for (let i = 0; i < items.length; i++) {
if (items[i] === item) {
return
}
}
items.push(item)
}
function unregisterItem(item) {
if (!item) {
return
}
for (let i = 0; i < items.length; i++) {
if (items[i] === item) {
items.splice(i, 1)
if (currentItem === item) {
currentItem = null
}
return;
}
}
}
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
break
case InputManager.Right:
dx = 1
break
case InputManager.Up:
dy = -1
break
case InputManager.Down:
dy = 1
break
default:
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
}
if (candidate === currentItem) {
continue
}
if (!candidate.visible || !candidate.enabled) {
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
let differenceY = candidateCenter.y - currentCenter.y
let forwardDistance
let sidewaysDistance
if (dx !== 0) { // Horizontal directions
forwardDistance = differenceX * dx
sidewaysDistance = Math.abs(differenceY)
} else { // vectical directions
forwardDistance = differenceY * dy
sidewaysDistance = Math.abs(differenceX)
}
if (forwardDistance <= 0) { // if it's on the wrong side of the object just discard it
continue
}
let score = forwardDistance + sidewaysDistance * 2 // this might need to be tuned later. prioritizes vertical alignment
if (score < bestScore) {
bestScore = score
bestItem = candidate
}
}
if (bestItem) {
focusItem(bestItem)
}
}
}