I read a lot of posts/threads but I can't get it to work.
I'd like to fit every Image to a GraphicsView regardless if it is smaller or bigger then the view.
What's wrong?
void frmMain::on_btLoadImage_clicked()
{
QGraphicsScene *scene;
QPixmap image;
QString imgPath = "O:/IMG_0001.JPG";
QRectF sceneRect = ui->imgMain->sceneRect();
image.load(imgPath);
image.scaled (sceneRect.width (),sceneRect.height (), Qt::KeepAspectRatio, Qt::SmoothTransformation);
scene = new QGraphicsScene(this);
scene->addPixmap(image);
scene->setSceneRect(sceneRect); //image.rect());
//ui->imgMain->fitInView (scene->itemsBoundingRect(), Qt::KeepAspectRatio); //ui->imgMain->width (), ui->imgMain->height ());
ui->imgMain->setScene(scene);
}
Here is a basic custom QGraphicsView implementation which displays one image and keeps it sized/scaled to fit the available viewport space. Note that the image needs to be rescaled every time the viewport size changes, which is why it is simplest to reimplement the QGraphicsView itself and change the scaling in resizeEvent(). Although it could be done inside a custom QGraphicsScene instead. (Or, really, a number of other ways depending on the exact needs.)
The same technique could be used to keep a QGraphicsWidget as the root item in the scene to always take up the full space. Then a layout could be used in the widget to keep children aligned/resized/positioned/etc.
#include <QGraphicsView>
#include <QGraphicsScene>
#include <QGraphicsPixmapItem>
class GrpahicsImageView : public QGraphicsView
{
Q_OBJECT
public:
using QGraphicsView::QGraphicsView;
public slots:
void setImage(const QString &imageFile)
{
if (m_imageFile != imageFile) {
m_imageFile = imageFile;
loadImage(viewport()->contentsRect().size());
}
}
void setImageScaleMode(int mode)
{
if (m_scaleMode != Qt::AspectRatioMode(mode)) {
m_scaleMode = Qt::AspectRatioMode(mode);
if (m_item)
loadImage(viewport()->contentsRect().size());
}
}
void loadImage(const QSize &size)
{
if (!scene())
return;
if (m_imageFile.isEmpty()) {
// remove existing image, if any
removeItem();
return;
}
// Load image at original size
QPixmap pm(m_imageFile);
if (pm.isNull()) {
// file not found/other error
removeItem();
return;
}
// Resize the image here.
pm = pm.scaled(size, m_scaleMode, Qt::SmoothTransformation);
if (createItem())
m_item->setPixmap(pm);
}
protected:
void resizeEvent(QResizeEvent *e) override
{
QGraphicsView::resizeEvent(e);
if (!scene())
return;
// Set scene size to fill the available viewport size;
const QRect sceneRect(viewport()->contentsRect());
scene()->setSceneRect(sceneRect);
// Keep the root item sized to fill the viewport and scene;
if (m_item)
loadImage(sceneRect.size());
}
private:
bool createItem() {
if (m_item)
return true;
if (!m_item && scene()) {
m_item = new QGraphicsPixmapItem();
scene()->addItem(m_item);
return true;
}
return false;
}
void removeItem()
{
if (m_item) {
if (scene())
scene()->removeItem(m_item);
delete m_item;
m_item = nullptr;
}
}
Qt::AspectRatioMode m_scaleMode = Qt::KeepAspectRatio;
QString m_imageFile;
QGraphicsPixmapItem *m_item = nullptr;
};
Usage example:
#include <QApplication>
#include <QtWidgets>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QDialog d;
d.setLayout(new QVBoxLayout);
d.resize(350, 350);
GrpahicsImageView *view = new GrpahicsImageView(new QGraphicsScene, &d);
QComboBox *imgCb = new QComboBox(&d);
imgCb->addItems({
"./so-logo.png",
"./se-logo.png",
"./su-logo.png"
});
QComboBox *scaleCb = new QComboBox(&d);
scaleCb->addItems({
"IgnoreAspectRatio",
"KeepAspectRatio",
"KeepAspectRatioByExpanding"
});
QHBoxLayout *cbLayout = new QHBoxLayout;
cbLayout->setSpacing(9);
cbLayout->addWidget(imgCb);
cbLayout->addWidget(scaleCb);
d.layout()->addItem(cbLayout);
d.layout()->addWidget(view);
QObject::connect(imgCb, QOverload<const QString &>::of(&QComboBox::currentIndexChanged), view, &GrpahicsImageView::setImage);
QObject::connect(scaleCb, QOverload<int>::of(&QComboBox::currentIndexChanged), view, &GrpahicsImageView::setImageScaleMode);
view->setImageScaleMode(scaleCb->currentIndex());
view->setImage(imgCb->currentText());
return d.exec();
}
https://cdn.sstatic.net/Sites/stackoverflow/company/img/logos/so/so-logo.png
https://cdn.sstatic.net/Sites/stackoverflow/company/img/logos/so/se-logo.png
https://cdn.sstatic.net/Sites/stackoverflow/company/img/logos/so/su-logo.png
Related
I have a set of QImages which come to a function (after a fixed interval of 4 seconds) and the function's job is to update the QLabel to show the new image.
While doing this, I can see a very obvious delay in the image rendering.
I had also followed the suggestions on the link:
Efficient way of displaying a continuous stream of QImages
But, even with using ImageDisplay in the link above, I can see a delay in image rendering.
Can anyone please suggest the best way to do this?
Below is the code.. The images required for the code to run are located at:
https://www.dropbox.com/sh/jiqdfqoiimjs7ei/AAAXezUeeCFyZXjNNOTmWZVga?dl=0
#include <QDialog>
#include <QtGui>
#include <QtCore>
#include <QApplication>
#include <QWidget>
#include <QImage>
class imageDisplay : public QWidget
{
public:
imageDisplay(QWidget*);
~imageDisplay();
void setImage(QImage* img);
private:
QImage* m_image;
protected:
void paintEvent(QPaintEvent* evt);
};
imageDisplay::imageDisplay(QWidget* parent) : QWidget(parent)
{
m_image = 0;
setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
}
imageDisplay::~imageDisplay()
{
}
void imageDisplay::setImage(QImage* img)
{
m_image = img;
repaint();
}
void imageDisplay::paintEvent(QPaintEvent*)
{
if(!m_image) return;
QPainter painter(this);
painter.drawImage(rect(), *m_image, m_image->rect());
}
////////////////////////////////////
//
int main(int arc, char ** argv)
{
QApplication theApp(arc, argv, true);
QDialog* dlg = new QDialog();
imageDisplay* wgt = new imageDisplay(dlg);
wgt->resize(600,400);
dlg->show();
for(int i = 0 ; i <= 19; ++i)
{
sleep(1);
QString fileName = "aaa" + QString::number(i) + ".png";
QImage* img = new QImage(fileName);
wgt->setImage(img);
}
return theApp.exec();
}
I would like to programmatically scroll a scene to the left / right, but I am not sure how to do that properly. Note that I do not want to have (visible) scroll bars.
I use a standard QGraphicsView + QGraphicsScene + QGraphicsItem setup. I have downsized it to the minimum, with one single QGraphicsItem (a QGraphicsRectItem) in the scene.
I have managed to achieve programmatic scrolling by setting my view like this:
// view setup
view->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
and then, in another part of the code:
// programmatic scrolling
QScrollBar* const sb = view->horizontalScrollBar();
sb->setRange(0, 1000); // some values for experimenting
sb->setValue(sb->value() + 100 or -100); // some increment for experimenting
This works, but... scrolling through invisible scrollbars doesn't feel right.
I tried this more straightforward approach:
// programmatic scrolling - doesn't quite work
view->viewport()->scroll(100 or -100, 0); // some increment for experimenting
This code does scroll, but when the rectangle goes off the left edge of the view, and I reverse the scrolling direction (increment changed from 100 to -100 in the call to scroll()), the uncovered part of the rectangle is not repainted. The reason is that QGraphicsRectItem::paint() is not called in that case (it is called when using the scrollbar method).
So, is there a way to get viewport()->scroll() work? Or some other simple way to achieve programmatic scrolling? Or is the artificial scrollbar method just the way to go?
Moving the view assumes that it's smaller than its scene. If they're the same size, it won't move.
QGraphicsView can be set to centerOn any position in scene coordinates. Use a timer to call centerOn to move the view one frame at a time.
Here's a working example: -
#include <QApplication>
#include <QGraphicsScene>
#include <QGraphicsView>
#include <QGraphicsRectItem>
#include <QTimer>
class MyView : public QGraphicsView
{
private:
public:
MyView(QGraphicsScene* pScene)
: QGraphicsView(pScene, NULL)
{}
void AnimateBy(int x)
{
float updateFrequency = (1000/30.0); // ~30 frames per second
QPointF currScenePos = sceneRect().center();
int curX = currScenePos.x();
int endPos = curX + x;
int distanceToAnimate = (endPos - curX);
// speed = dist / time
float updatePosInterval = (float)distanceToAnimate / updateFrequency;
printf("updatePosInterval: %f \n", updatePosInterval);
static float newXPos = sceneRect().center().x();
QTimer* pTimer = new QTimer;
QObject::connect(pTimer, &QTimer::timeout, [=](){
newXPos += updatePosInterval;
centerOn(newXPos, sceneRect().center().y());
// check for end position or time, then....
if(newXPos >= endPos)
{
pTimer->stop();
pTimer->deleteLater();
}
});
pTimer->start(updateFrequency);
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QGraphicsScene scene(0, 0, 10000, 20000);
MyView* view = new MyView(&scene);
QGraphicsRectItem* pRect = new QGraphicsRectItem(0, 0, 100, 100);
pRect->setPos(scene.width()/2, scene.height()/2);
scene.addItem(pRect);
// timer to wait for the window to appear, before starting to move
QTimer* pTimer = new QTimer;
pTimer->setSingleShot(true);
QObject::connect(pTimer, &QTimer::timeout,[=](){
view->centerOn(pRect); // centre on the rectangle
view->AnimateBy(100);
pTimer->deleteLater();
});
pTimer->start(1000);
view->show();
return a.exec();
}
So, we create the animation by moving the view frame-by-frame using the call to centerOn.
For simplicity, the code just deals with moving in one axis. To move in 2 axis, use 2D vector maths to calculate the interval position.
Try to change the view transformation with the QGraphicsView::translate() or QGraphicsView::setTransform().
But keep in mind that you can't move the viewport "outside" the scene, so make sure that your scene rectangle is large enough.
If I got your question correctly, there is a dojo classes library with such class as PanWebView that allow QWebView to scroll smoothly with mouse without any scrollbars. Take a look at sources. It supports panning and can be suitable for mobile apps, but maybe it'll help you too.
PanWebView class looks like this
#include <QWebView>
#include <QWebFrame>
#include <QMouseEvent>
#include <QApplication>
class PanWebView : public QWebView
{
Q_OBJECT
private:
bool pressed;
bool scrolling;
QPoint position;
QPoint offset;
QList<QEvent*> ignored;
public:
PanWebView(QWidget *parent = 0): QWebView(parent), pressed(false), scrolling(false) {
QWebFrame *frame = page()->mainFrame();
frame->setScrollBarPolicy(Qt::Vertical, Qt::ScrollBarAlwaysOff);
frame->setScrollBarPolicy(Qt::Horizontal, Qt::ScrollBarAlwaysOff);
}
protected:
void mousePressEvent(QMouseEvent *mouseEvent) {
if (ignored.removeAll(mouseEvent))
return QWebView::mousePressEvent(mouseEvent);
if (!pressed && !scrolling && mouseEvent->modifiers() == Qt::NoModifier)
if (mouseEvent->buttons() == Qt::LeftButton) {
pressed = true;
scrolling = false;
position = mouseEvent->pos();
QWebFrame *frame = page()->mainFrame();
int x = frame->evaluateJavaScript("window.scrollX").toInt();
int y = frame->evaluateJavaScript("window.scrollY").toInt();
offset = QPoint(x, y);
QApplication::setOverrideCursor(Qt::OpenHandCursor);
return;
}
return QWebView::mousePressEvent(mouseEvent);
}
void mouseReleaseEvent(QMouseEvent *mouseEvent) {
if (ignored.removeAll(mouseEvent))
return QWebView::mouseReleaseEvent(mouseEvent);
if (scrolling) {
pressed = false;
scrolling = false;
QApplication::restoreOverrideCursor();
return;
}
if (pressed) {
pressed = false;
scrolling = false;
QMouseEvent *event1 = new QMouseEvent(QEvent::MouseButtonPress,
position, Qt::LeftButton,
Qt::LeftButton, Qt::NoModifier);
QMouseEvent *event2 = new QMouseEvent(*mouseEvent);
ignored << event1;
ignored << event2;
QApplication::postEvent(this, event1);
QApplication::postEvent(this, event2);
QApplication::restoreOverrideCursor();
return;
}
return QWebView::mouseReleaseEvent(mouseEvent);
}
void mouseMoveEvent(QMouseEvent *mouseEvent) {
if (scrolling) {
QPoint delta = mouseEvent->pos() - position;
QPoint p = offset - delta;
QWebFrame *frame = page()->mainFrame();
frame- >evaluateJavaScript(QString("window.scrollTo(%1,%2);").arg(p.x()).arg(p.y()));
return;
}
if (pressed) {
pressed = false;
scrolling = true;
return;
}
return QWebView::mouseMoveEvent(mouseEvent);
}
};
And usage:
PanWebView web;
web.setUrl(QUrl("http://news.google.com"));
web.setWindowTitle("Web View - use mouse to drag and pan around");
web.show();
Also did you check this and this topics? I think it can be usefull.
I am trying to get the positions of the graphicsitems in the scene.
But their QPointF value always remains (0,0).
I am painting when mouse-click event occurs. On debugging scene->items(), I get
(QGraphicsItem(this =0x22edff0, parent =0x0, pos =QPointF(0, 0) , z = 0 , flags = ( ) ) )
for each graphics item in scene but with different memory address.
This is my mainwindow.cpp code:
#include "mainwindow.h"
#include <QDebug>
MainWindow::MainWindow()
{
scene = new QGraphicsScene;
view = new QGraphicsView;
view->setScene(scene);
button = new QPushButton("Item");
QGridLayout *layout = new QGridLayout;
layout->addWidget(button);
layout->addWidget(view);
setLayout(layout);
connect(button, SIGNAL(clicked()), this, SLOT(createItem()));
}
void MainWindow::createItem()
{
myEntity = new Item;
scene->addItem(myEntity);
count_items();
}
void MainWindow::count_items()
{
qDebug() << scene->items().count();
qDebug() << scene->items();
}
MainWindow::~MainWindow()
{}
This is my item.cpp code:
#include "item.h"
Item::Item()
{
ClickFlag = true;
PaintFlag = false;
}
Item::~Item(){}
QRectF Item::boundingRect() const
{
// outer most edges
return QRectF(0,0,1450,1400);
}
void Item::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
if(event->button()==Qt::LeftButton){
if(ClickFlag){
x = event->pos().x();
y = event->pos().y();
PaintFlag = true;
ClickFlag = false;
}
}
}
void Item::paint(QPainter *painter, const QStyleOptionGraphicsItem *option,
QWidget *widget)
{
if(PaintFlag){
QPen paintPen;
paintPen.setWidth(4);
pt.setX(x);
pt.setY(y);
painter->setPen(paintPen);
painter->drawPoint(x,y);
update();
}
}
I can't seem to find the position of these items correctly.
This task is supposed to be implemented in another way. For example:
Use QGraphicsScene::addEllipse to add small ellipse (which will look like a point) to the scene. Save the pointer to it in a class variable. The ellipse itself should be at the center, e.g. (-1, -1, 2, 2).
Reimplement QGraphicsScene::mousePressEvent, detect mouse clicks and call setPos for the ellipse item (or add new ellipse each time and immediately call setPos if you need multiple points).
Use QGraphicsItem::pos to get previously set positions.
Reimplementing QGraphicsItem::paint is usually an over-complication. Qt have plenty of item classes for all common needs. Just build your scene from geometric primitives, pixmaps, etc.
in my project i use a EventFilter for widgets, that are in a QHBoxLayout.
If i clicked on an a widget, i want to draw a transparent overlay with blue color over the clicked widget.
Is there a way to implement this?
greetings
This answer is in a series of my overlay-related answers: first, second, third.
One way of doing it is:
Have a semi-transparent overlay widget that is also transparent to mouse events.
In the event filter, track the clicks and the resizing of the objects by adjusting the overlay's geometry to match that of the target widget.
The self-contained example below works under both Qt 4 and Qt 5 and does what you want.
// https://github.com/KubaO/stackoverflown/tree/master/questions/overlay-19199863
#include <QtGui>
#if QT_VERSION >= QT_VERSION_CHECK(5,0,0)
#include <QtWidgets>
#endif
class Overlay : public QWidget {
public:
explicit Overlay(QWidget *parent = nullptr) : QWidget(parent) {
setAttribute(Qt::WA_NoSystemBackground);
setAttribute(Qt::WA_TransparentForMouseEvents);
}
protected:
void paintEvent(QPaintEvent *) override {
QPainter(this).fillRect(rect(), {80, 80, 255, 128});
}
};
class OverlayFactoryFilter : public QObject {
QPointer<Overlay> m_overlay;
public:
explicit OverlayFactoryFilter(QObject *parent = nullptr) : QObject(parent) {}
protected:
bool eventFilter(QObject *obj, QEvent *ev) override {
if (!obj->isWidgetType()) return false;
auto w = static_cast<QWidget*>(obj);
if (ev->type() == QEvent::MouseButtonPress) {
if (!m_overlay) m_overlay = new Overlay;
m_overlay->setParent(w);
m_overlay->resize(w->size());
m_overlay->show();
}
else if (ev->type() == QEvent::Resize) {
if (m_overlay && m_overlay->parentWidget() == w)
m_overlay->resize(w->size());
}
return false;
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
OverlayFactoryFilter factory;
QWidget window;
QHBoxLayout layout(&window);
for (auto text : { "Foo", "Bar", "Baz "}) {
auto label = new QLabel{text};
layout.addWidget(label);
label->installEventFilter(&factory);
}
window.setMinimumSize(300, 250);
window.show();
return a.exec();
}
In the overlay widget constructor:
setWindowFlags(Qt::Widget | Qt::FramelessWindowHint | Qt::ToolTip | Qt::WindowStaysOnTopHint);
setAttribute(Qt::WA_NoSystemBackground, true);
setAttribute(Qt::WA_TranslucentBackground, true);
In the window that owns that widget:
overlay_ = new RtspOverlay(this);
overlay_->show();
I need to create an alpha transparent widget, it's basically a navigation bar with a shadow and the widgets below need to be partially visible through the shadow. The widget loads a PNG then draws it on the paint event. The problem is that the shadow is all black and is not alpha-transparent.
This is the code I'm currently using:
NavigationBar::NavigationBar(QWidget *parent) : XQWidget(parent) {
backgroundPixmap_ = new QPixmap();
backgroundPixmap_->load(FilePaths::skinFile("NavigationBarBackground.png"), "png");
setAttribute(Qt::WA_NoBackground, true); // This is supposed to remove the background but there's still a (black) background
}
void NavigationBar::paintEvent(QPaintEvent* event) {
QWidget::paintEvent(event);
QPainter painter(this);
int x = 0;
while (x < width()) {
painter.drawPixmap(x, 0, backgroundPixmap_->width(), backgroundPixmap_->height(), *backgroundPixmap_);
x += backgroundPixmap_->width();
}
}
Does anybody know what I need to change to make sure the widget is really transparent?
You're doing too much work :-)
The setAttribute call is not necessary. By default, a widget will not draw anything on its background (assuming Qt >= 4.1). Calling QWidget::paintEvent is also unnecessary - you don't want it to do anything.
Rather than doing the pattern fill yourself, let Qt do it with a QBrush:
NavigationBar::NavigationBar(QWidget *parent) : XQWidget(parent) {
backgroundPixmap_ = new QPixmap();
backgroundPixmap_->load(FilePaths::skinFile("NavigationBarBackground.png"), "png");
// debug check here:
if (!backgroundPixmap_->hasAlphaChannel()) {
// won't work
}
}
void NavigationBar::paintEvent(QPaintEvent* event) {
QPainter painter(this);
painter.fillRect(0, 0, width(), height(), QBrush(*backgroundPixmap));
}
Adjust the height parameter if you don't want the pattern to repeat vertically.
Are you sure your PNG file is actually transparent? The following (which is essentially what you are doing) is working for me. If this fails on your machine, perhaps include what version of Qt you are using, and what platform.
#include <QtGui>
class TransparentWidget : public QWidget {
public:
TransparentWidget()
: QWidget(),
background_pixmap_(":/semi_transparent.png") {
setFixedSize(400, 100);
}
protected:
void paintEvent(QPaintEvent *) {
QPainter painter(this);
int x = 0;
while (x < width()) {
painter.drawPixmap(x, 0, background_pixmap_);
x += background_pixmap_.width();
}
}
private:
QPixmap background_pixmap_;
};
class ParentWidget : public QWidget {
public:
ParentWidget() : QWidget() {
QVBoxLayout *layout = new QVBoxLayout;
layout->addWidget(new TransparentWidget);
layout->addWidget(new QPushButton("Button"));
setLayout(layout);
setBackgroundRole(QPalette::Dark);
setAutoFillBackground(true);
}
};
int main(int argc, char **argv) {
QApplication app(argc, argv);
ParentWidget w;
w.show();
return app.exec();
}