I have a Qt application with objects derived from QGraphicsObjcet that need to be movable in a scene. I know that I can use the flags for movement to achieve this.
myObject->setFlag(QGraphicsItem::ItemIsMovable);
myObject->setFlag(QGraphicsItem::ItemIsSelectable);
myObject->setFlag(QGraphicsItem::ItemSendsGeometryChanges);
but I am having an issue with the objects popping out of position when i use it. The only time when the objects move into an incorrect position is when an object I've moved is deleted and removed from the scene, the next time I try to move another object in the scene, its position relative to mouse Cursor is distorted until I release it and press it again. I realise that my problem could be occuring somewhere completely elsewhere in my code but from my own debugging I would at least want to try and implement the move functionality myself to solve this issue.
So my question is: How can you implement movable objects (derived from QGraphicsObject) that act as if the flags above are active?
I've been trying to use mouseMoveEvent but can't figure out how I get the objects to move with the cursor. Maybe I should look into DragMoveEvent instead? If possible, I would however really appreciate to see what the code for mouseMoveEvent below would look:
void myObject::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
// How do I get myObject to follow
// the event pos in the scene from here?
QGraphicsObject::mouseMoveEvent(event);
update();
}
I think something like this should do the trick (not tested):
void myObject::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
// Set the item position as the mouse position.
this->setPos(event->scenePos());
// If your object (this) has no parent, then setPos() place it using scene coordinates, which is what you need here.
QGraphicsObject::mouseMoveEvent(event);
update();
}
With the code above, your object is going to follow the mouse untill the end of the world, so you probably want to combine it with a start/stop flag.
And if your item has a parent, you are probably going to need to translate the coordinates.
Related
I am creating a node graph and I want to be able to click the empty space in a scene and middle-mouse-drag to navigate without deselecting the currently selected items in the scene. Any suggestions?
I can block the middle click in the view's mousePressEvent and get the right behavior but then I no longer have middle-mouse click events working on items in the scene. I don't mind a middle-click resulting in a single selection when clicking on an item in the scene, but if I middle-click the empty space in the scene I don't want the selection altered.
This didn't cover the more complex behavior I am looking for: PyQt. How to block clear selection on mouse right click?
I didn't try using an eventFilter as I assume the issue would be the same
I am using PyQt/PySide, FWIW.
Before I roll my own workaround I thought I'd post here for the correct way or at least other workaround ideas.
Some workaround ideas:
Block the mousePressEvent to the scene but iterate over child items to deliver it directly
Restore selection while still in the mousePressEvent in the scene. Probably bad for performance at scale but simple I suppose.
Any feedback would be great!
[Edit:]
Here is my python version of the answer. Code tested. In my QGraphicsScene derived class:
def mousePressEvent(self, event):
# Prevent the QGraphicsScene default behavior to deselect-all when clicking on
# empty space by blocking the event in this circumstance.
item_under_the_mouse = self.itemAt(event.scenePos())
if event.button() == QtCore.Qt.MidButton and not item_under_the_mouse:
event.accept()
else:
super(GraphScene, self).mousePressEvent(event)
In your QGraphicsScene::mousePressEvent derived implementation, if it's a middle mouse click, check for items under the mouse click. If there aren't any, then accept the event and don't call the base class implementation. If something is under the click, then just call the base implementation; you don't have to try to reimplement that yourself. I think this is the general idea:
void MyScene::mousePressEvent (QGraphicsSceneMouseEvent *evt)
{
if ((evt->buttons () & Qt::MidButton) && items (evt->scenePos ().count ())
{
QGraphicsScene::mousePressEvent (evt);
}
else
{
evt->accept ();
}
}
I'm not sure if the accept is required in this case or not. I haven't compiled or tested this, but hopefully, it's helpful to get you going in the right direction.
I am creating QLabel objects in my one class, and adding them to my QList<QLabel*> *objects. The QList is created in my main class with the command objects = new QList<QLabel*>(); and then sent to the class where the objects are created and added. This QList is also then sent to my movement class.
In my movement class I have a timer that detects if the QList is empty and if it is not, I run through all of the QLabel objects in the QList, and under some circumstances I move the QLabel object.
This is where my problem comes in. The code compiles perfectly and I have used debug and gone through the code, the move commands are executed perfectly and if i use qDebud() to display the x and y coordinate of the QLabel it returns the correct values however the movement is not updated on my display?
The QLabel gets deleted perfectly at the correct times and is removed from the screen, but the movements is not shown ?
Is there anyone with some insights into why this will be happening, and how to fix it?
The code moves widgets and debug output shows position changed but in
fact some widgets are still there at previous position. Why?
There is a possibility of some widget position updates being delayed. Try using this call:
QWidget::updateGeometry()
for(auto* pLabel : listOfLabels)
{
// and other actions suitable
// pLabel->move(newPoint(x, y));
pLabel->updateGeometry();
}
I have a simple QGraphicsWidget, MyGraphicsWidget. Here's my mouseMoveEvent(), which seems to work fine :
void MyGraphicsWidget::mouseMoveEvent (QGraphicsSceneMouseEvent *event)
{
QPointF p = event->scenePos() - m_StartPos;
if(p.manhattanLength() < 20)
return;
//omitted drawing a rounded rect on the drag
QDrag *drag = new QDrag(event->widget());
drag->start(Qt::MoveAction);
}
The scene's dropEvent() just moves this widget to its new position, and I don't have a press/move event for the scene itself, so those should get passed on correctly to the widgets within.
However, once the drag completes, the next mouse press will be on this widget. So if I try to click and drag another widget, I'll be stuck dragging this one on accident, despite the fact that my cursor is not on this widget. I've printed out the event->pos() and event->scenePos(), and both reported that the cursor is where it appears to be (not on the widget at all). If I click once before trying to click and drag, everything works normally. Is there maybe something I need to implement within mouseReleaseEvent() or my mouseMoveEvent() ?
Thanks.
It's working now. I'm pretty sure this was the issue:
MyGraphicsWidget had another custom GraphicsWidget sitting on top of it, and in its mousePressEvent, I was calling QGraphicsWidget::mousePressEvent(event); at the start of the event. The rest of the event was never getting triggered, which was messing it all up. I moved that line to the end of the method, and everything seems okay now.
I'm developing a custom widget with QGraphicsScene/View and I have no prior experience with it.
The custom widget is an image viewer that needs to track mouse movement and send signal(s) to it's parent dialog / window. The signal(s) will be the position of the pixel under the mouse cursor and it's color (in RGB). A status bar will use that information.
I use a QGraphicsPixmapItem to display the image I load from a file in the scene.
Thanks.
First of all you have to implement the mouseMoveEvent in your custom item. In this function you can easily get the mouse position calling the pos function. You can get the rgb value if you transform the item's pixmap into image and call the pixel function. You should consider storing the QImage as member variable in order to avoid multiple transformations. Finally you have to emit a custom signal. Sample code follows:
void MyPixmapItem::mouseMoveEvent(QGraphicsSceneMouseEvent * event)
{
QPointF mousePosition = event->pos();
QRgb rgbValue = pixmap().toImage().pixel(mousePosition.x(), mousePostion.y());
emit currentPositionRgbChanged(mousePosition, rgbValue);
}
Notice that QGraphicsItems do not inherit from QObject so by default signals/slots are not supported. You should inherit from QObject as well. This is what QGraphicsObject does. Last but not least I would advise you to enable mouse tracking on your QGraphicsView
I found the mouseMoveEvent approach to not work at all, at least not with Qt5.5. However, enabling hover events with setAcceptHoverEvents(true) on the item and reimplementing hoverMoveEvent(QGraphicsSceneHoverEvent * event) worked like a charm.
The Qt docs on mouseMoveEvent() provide the clue:
"If you do receive this event, you can be certain that this item also received a mouse press event"
http://doc.qt.io/qt-5.5/qgraphicsitem.html#mouseMoveEvent
I'm overloading the paint() function in QAbstractItemDelegate (my own Item delegate class).
When dragging, it paints the contents of the entire cell, which I don't want. I'm assuming that the paint() function is called with something specific while dragging, but I don't seem to find it.
The closest I've been able to find is a QState variable in the owning view class (access function QTableView::state() is protected.) By creating a function on my QTableView-derived class called 'isDragging()' which calls that function and returns whether dragging or no, I can determine within my delegate class whether I'm dragging or not, and can modify the paint() function.
This almost works.
The problem is that it shows the modified paint image in the original cell, which I don't want - I want to leave the image in the original cell untouched.
Have to scour the examples, I guess, and see if there's something that does this...
I have crawled through the Qt source and I can see where it sets the drag pixmap by calling the QItemDelegate::paint() function, but the only thing it changes is it forces QStyle::State_Selected in the item option style. That's not enough, since the item is selected, already.
Any way to know how to draw a cell's contents explicitly when dragging?
Ok, the ultimate answer on this was to, yes, set the flag on 'startDrag', but rather than leaving it around and unsetting it on mouse release button event, simply call the base method and then unset.
The reason is that the image for the cursor is only requested (and painted) once - not continuously during the drag, as I had first thought. Leaving the flag set meant the cursor image would get drawn at inappropriate times.
So, the implementation looks like:
MyClass::dragStart(Qt::DropActions supportedActions)
{
__dragStart = true;
TableView::dragStart(supportedActions);
// request for drag cursor image happens here
__dragStart = false;
}
Why don't you do that yourself? Set a flag when dragging starts and remember the active ModelIndex, do some special painting when the flag is set, and clear the flag when dragging is finished. You can do this by overriding QAbstractItemView::startDrag.