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Bypassing binding loops

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I’ve got a timeline UI where basically each element is positioned based on some model data. For instance the x coordinate is based on the seconds and the width is based on the duration of the element. width: modelData.duration * pixelSecondWidth x: modelData.seconds * pixelSecondWidth + 1 Then I try to use a MouseArea to drag the element around or drag handles at the beginning and end of the element. The problem I have is that if I use onXChanged to store the seconds back into the modelData I get a binding loop. If I don’t, then the element moves fine but the value doesn’t update (obviously). So I can think of three potential ways to do this: Is there a way of setting the width without creating a binding? Can I somehow create an intermediate step inbetween that handles the conversion between seconds and duration to coordinates and back without messing with the C++ model? Is there some way to get the mouse delta rather than mouse position during a drag?

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