Mouse.qml Example File | QtSensors 5.3

- Qt 5.3
- Qt Sensors
- Qt Sensors - Maze QML Example
- Mouse.qml Example File
- Qt 5.3.2 Reference Documentation

# Mouse.qml Example File

maze/Mouse.qml

    /****************************************************************************
    **
    ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
    ** Contact: http://www.qt-project.org/legal
    **
    ** This file is part of the QtSensors module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:BSD$
    ** 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
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    **     notice, this list of conditions and the following disclaimer in
    **     the documentation and/or other materials provided with the
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    **   * Neither the name of Digia Plc 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.
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    ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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    //Import the declarative plugins
    import QtQuick 2.0

    //Import the javascript functions for this game
    import "lib.js" as Lib

    //Implementation of the Mouse control.
    Item {
        id: mouse
        x: 0
        y: 0
        width: Lib.cellDimension
        height: Lib.cellDimension
        property int angle

        AnimatedImage {
            id: img
            source: "content/mouse_down.gif"
            anchors.fill: parent
            visible:  true
        }

        function distance(origX, origY, newX, newY) {
          return Math.sqrt((Math.pow((newX - origX),2)) + (Math.pow((newY - origY),2)))
        }

        //Function for moving the mouse
        function move(newx, newy)
        {
            if (mouse.x === newx && mouse.y === newy)
                return
            // somehow this actually works
            var a = newy - mouse.y
            var b = newx - mouse.x
            var c = distance(mouse.x, mouse.y, newx, newy)
            var radians_to_degrees = 57.2957795

            if (a > 0)
                angle = -Math.acos(a / b) * radians_to_degrees
            else
                angle = -Math.asin(b / c) * radians_to_degrees
            if (b > 0)
                 angle = -Math.acos(a / c) * radians_to_degrees
            else
                angle = Math.acos(a / c) * radians_to_degrees

            if (angle < 0)
                angle = 360 + angle

            img.rotation = angle
            mouse.x = newx;
            mouse.y = newy;
        }
    }