2 * Copyright (C) 2015 Canonical, Ltd.
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; version 3.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
18 import QtQuick.Window 2.0
19 import Unity.Session 0.1
22 import "Components/UnityInputInfo"
29 implicitWidth: units.gu(40)
30 implicitHeight: units.gu(71)
32 // NB: native and primary orientations here don't map exactly to their QScreen counterparts
33 readonly property int nativeOrientation: width > height ? Qt.LandscapeOrientation : Qt.PortraitOrientation
35 readonly property int primaryOrientation:
36 deviceConfiguration.primaryOrientation == deviceConfiguration.useNativeOrientation
37 ? nativeOrientation : deviceConfiguration.primaryOrientation
40 id: deviceConfiguration
41 name: applicationArguments.deviceName
45 // to be overwritten by tests
46 property var unity8Settings: Unity8Settings {}
47 property var oskSettings: GSettings { schema.id: "com.canonical.keyboard.maliit" }
49 property int physicalOrientation: Screen.orientation
50 property bool orientationLocked: OrientationLock.enabled
51 property var orientationLock: OrientationLock
53 property int orientation
54 onPhysicalOrientationChanged: {
55 if (!orientationLocked) {
56 orientation = physicalOrientation;
59 onOrientationLockedChanged: {
60 if (orientationLocked) {
61 orientationLock.savedOrientation = physicalOrientation;
63 orientation = physicalOrientation;
66 Component.onCompleted: {
67 if (orientationLocked) {
68 orientation = orientationLock.savedOrientation;
70 // We need to manually update this on startup as the binding
71 // below doesn't seem to have any effect at that stage
72 oskSettings.stayHidden = UnityInputInfo.keyboards > 0
73 oskSettings.disableHeight = shell.usageScenario == "desktop"
78 property: "stayHidden"
79 value: UnityInputInfo.keyboards > 0
84 property: "disableHeight"
85 value: shell.usageScenario == "desktop"
88 readonly property int supportedOrientations: shell.supportedOrientations
89 & deviceConfiguration.supportedOrientations
90 property int acceptedOrientationAngle: {
91 if (orientation & supportedOrientations) {
92 return Screen.angleBetween(nativeOrientation, orientation);
93 } else if (shell.orientation & supportedOrientations) {
95 return shell.orientationAngle;
96 } else if (angleToOrientation(shell.mainAppWindowOrientationAngle) & supportedOrientations) {
97 return shell.mainAppWindowOrientationAngle;
99 // rotate to some supported orientation as we can't stay where we currently are
100 // TODO: Choose the closest to the current one
101 if (supportedOrientations & Qt.PortraitOrientation) {
102 return Screen.angleBetween(nativeOrientation, Qt.PortraitOrientation);
103 } else if (supportedOrientations & Qt.LandcscapeOrientation) {
104 return Screen.angleBetween(nativeOrientation, Qt.LandscapeOrientation);
105 } else if (supportedOrientations & Qt.InvertedPortraitOrientation) {
106 return Screen.angleBetween(nativeOrientation, Qt.InvertedPortraitOrientation);
107 } else if (supportedOrientations & Qt.InvertedLandscapeOrientation) {
108 return Screen.angleBetween(nativeOrientation, Qt.InvertedLandscapeOrientation);
110 // if all fails, fallback to primary orientation
111 return Screen.angleBetween(nativeOrientation, primaryOrientation);
116 function angleToOrientation(angle) {
119 return nativeOrientation;
122 return nativeOrientation === Qt.PortraitOrientation ? Qt.InvertedLandscapeOrientation
123 : Qt.PortraitOrientation;
126 return nativeOrientation === Qt.PortraitOrientation ? Qt.InvertedPortraitOrientation
127 : Qt.InvertedLandscapeOrientation;
130 return nativeOrientation === Qt.PortraitOrientation ? Qt.LandscapeOrientation
131 : Qt.InvertedPortraitOrientation;
134 console.warn("angleToOrientation: Invalid orientation angle: " + angle);
135 return primaryOrientation;
141 objectName: "rotationStates"
144 shellCover: shellCover
145 windowScreenshot: windowScreenshot
153 orientation: root.angleToOrientation(orientationAngle)
154 primaryOrientation: root.primaryOrientation
155 nativeOrientation: root.nativeOrientation
156 nativeWidth: root.width
157 nativeHeight: root.height
158 mode: applicationArguments.mode
160 // TODO: Factor in the connected input devices (eg: physical keyboard, mouse, touchscreen),
161 // what's the output device (eg: big TV, desktop monitor, phone display), etc.
163 if (root.unity8Settings.usageMode === "Windowed") {
165 } else if (root.unity8Settings.usageMode === "Staged") {
166 if (deviceConfiguration.category === "phone") {
171 } else { // automatic
172 if (UnityInputInfo.mice > deviceConfiguration.ignoredMice) {
175 return deviceConfiguration.category;
180 property real transformRotationAngle
181 property real transformOriginX
182 property real transformOriginY
184 transform: Rotation {
185 origin.x: shell.transformOriginX; origin.y: shell.transformOriginY; axis { x: 0; y: 0; z: 1 }
186 angle: shell.transformRotationAngle
203 property real transformRotationAngle
204 property real transformOriginX
205 property real transformOriginY
207 transform: Rotation {
208 origin.x: windowScreenshot.transformOriginX; origin.y: windowScreenshot.transformOriginY;
209 axis { x: 0; y: 0; z: 1 }
210 angle: windowScreenshot.transformRotationAngle