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import QtQuick 2.9
Item {
id: root
width: 200
height: 200
property real value: 0
property real minValue: 0
property real maxValue: 120
property string unit: "°C"
property string iconSource: "qrc:/Carbon_Icons/carbon_icons/temperature--water.svg"
property color primaryColor: "#16CCBA"
property color secondaryColor: "#00000000"
property int animationDuration: 1000
property real startAngle: Math.PI * 5 / 4
property real fullAngle: Math.PI * 1 / 2
signal coolantTempValueChanged(int value)
Rectangle {
anchors.fill: parent
color: "#041F2B"
z: -1
}
Canvas {
id: canvas
anchors.fill: parent
antialiasing: true
onPaint: {
var ctx = getContext("2d");
var center = Qt.point(width / 2, height / 2);
var side = Math.min(width, height);
var radius = (side - side * 0.25) / 2;
var progressAngle = startAngle + (value / (maxValue - minValue)) * fullAngle;
ctx.reset();
ctx.lineCap = 'round';
// Background arc
ctx.lineWidth = 25;
ctx.beginPath();
ctx.arc(center.x, center.y, radius, startAngle, startAngle + fullAngle);
ctx.strokeStyle = '#000000';
ctx.stroke();
// Fill arc
ctx.lineWidth = 15;
ctx.beginPath();
ctx.arc(center.x, center.y, radius, startAngle, progressAngle);
ctx.strokeStyle = primaryColor;
ctx.stroke();
// Draw tick marks
ctx.lineWidth = 5;
ctx.strokeStyle = '#FFFFFF';
ctx.beginPath();
const tickCount = 2; // Adjust the number of ticks as needed
for (let i = 0; i <= tickCount; i++) {
const angle = startAngle + (i / tickCount) * fullAngle;
const x1 = center.x + radius * Math.cos(angle);
const y1 = center.y + radius * Math.sin(angle);
const x2 = center.x + (radius - 10) * Math.cos(angle);
const y2 = center.y + (radius - 10) * Math.sin(angle);
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
}
ctx.stroke();
// Draw progress tick mark
drawProgressTick(ctx, center, progressAngle, radius);
}
function drawProgressTick(ctx, center, angle, radius) {
ctx.lineWidth = 8; // Thickness of the progress tick mark
ctx.strokeStyle = '#FFFFFF'; // Color of the progress tick mark
ctx.beginPath();
const x1 = center.x + radius * Math.cos(angle);
const y1 = center.y + radius * Math.sin(angle);
const x2 = center.x + (radius - 15) * Math.cos(angle); // Adjust length as needed
const y2 = center.y + (radius - 15) * Math.sin(angle);
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
}
}
Text {
id: gaugeText
anchors.centerIn: parent
text: "0"
font.pixelSize: 0.3 * Math.min(root.width, root.height)
font.bold: true
color: "#FFFFFF"
}
Text {
id: gaugeUnit
anchors.verticalCenter: gaugeText.verticalCenter
anchors.left: gaugeText.right
text: unit
font.pixelSize: 0.15 * Math.min(root.width, root.height)
font.bold: true
color: "#FFFFFF"
}
Image {
source: iconSource
anchors.top: gaugeText.bottom
anchors.horizontalCenter: gaugeText.horizontalCenter
width: 0.15 * Math.min(root.width, root.height)
fillMode: Image.PreserveAspectFit
antialiasing: true
}
Behavior on value {
NumberAnimation { duration: animationDuration }
}
onValueChanged: updateGaugeValue(value)
function updateGaugeValue(value) {
canvas.requestPaint(); // Request a repaint to reflect changes.
gaugeText.text = value.toFixed(0); // Display the current value directly.
coolantTempValueChanged(value); // Emit the signal with the current value.
}
MouseArea {
id: dragArea
anchors.fill: parent
property bool isDragging: false
onEntered: cursorShape = Qt.PointingHandCursor
onPressed: {
isDragging = true;
updateDragValue(mouseX, mouseY); // Update immediately on press.
}
onReleased: isDragging = false
onPositionChanged:
if (isDragging) {
updateDragValue(mouseX, mouseY); // Use formal parameters instead of injected ones.
}
function updateDragValue(x, y) {
const centerX = width / 2;
const centerY = height / 2;
// Calculate angle from the center to the mouse position.
const dx = x - centerX;
const dy = centerY - y; // Note that y-axis is inverted in QML.
const angle = Math.atan2(dy, dx);
// Normalize angle to [startAngle .. startAngle + fullAngle]
let normalizedAngle = angle < startAngle ? angle + Math.PI * 2 : angle;
// Calculate the normalized value based on the angle.
let normalizedValue = ((normalizedAngle - startAngle) / fullAngle) * (maxValue - minValue);
// Clamp value within min and max range.
normalizedValue = Math.max(minValue, Math.min(maxValue, normalizedValue));
// Update the root value.
root.value = normalizedValue;
}
}
}
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