I have two images:
1. normal image
2. same image with the ability to zoom.
I have 4 draggable shapes (A,B,C,D) on second image (image with the ability to zoom).
I want to display position of mouse on normal image (with draw a shape (canvas3)) when the position of A/B/C/D shapes changed on the zoomed image.
I used the following code but it does not show correct position. In fact, I want user can see position of mouse.
property int xwheel: 0
property int ywheel: 0
property alias source :image.source
id:mywin
property int highestZ: 0
property real defaultSize: mywin.width
property real surfaceViewportRatio: 1.5
ScrollView {
anchors.fill: parent
flickableItem.interactive: true
frameVisible: true
highlightOnFocus: true
style: ScrollViewStyle {
transientScrollBars: true
.........
}
Flickable {
id: flick
anchors.fill: parent
contentWidth: parent.width
contentHeight: parent.height
Rectangle {
id: photoFrame
width: parent.width
height: parent.height
scale:defaultSize / parent.width
Behavior on scale { NumberAnimation { duration: 200 } }
Behavior on x { NumberAnimation { duration: 200 } }
Behavior on y { NumberAnimation { duration: 200 } }
smooth: true
antialiasing: true
Image {
id:image
anchors.fill: parent
fillMode: Image.PreserveAspectFit
smooth: true
}
PinchArea {
anchors.fill: parent
pinch.target: photoFrame
pinch.minimumRotation: -360
pinch.maximumRotation: 360
pinch.minimumScale: 0.1
pinch.maximumScale: 10
pinch.dragAxis: Pinch.XAndYAxis
property real zRestore: 0
onSmartZoom: {
.....
}
MouseArea {
id: dragArea
hoverEnabled: true
anchors.fill: parent
drag.target: photoFrame
scrollGestureEnabled: false
onPressed: {
photoFrame.z = ++mywin.highestZ;
}
onWheel: {
...
}
}
Point {
id: pointA
onDragged: {
xwheel=pointA.x;
ywheel=pointA.y;
canvas3.requestPaint()
}
}
//Point B
//Point D
//Pint C
}
}
}
Image {
id:mainimage
width: parent.width/4
height: parent.height/4
smooth: true
source: image.source
Canvas {
id: canvas3
width: parent.width
height: parent.height
onPaint: {
var context = getContext("2d");
// Make canvas all white
......
context.beginPath();
//Style
.......
context.moveTo(xwheel/4, ywheel/4);
context.arc(xwheel/4, ywheel/4, 5, 0, 2*Math.PI, true)
context.fill();
context.stroke();
}
}
}
Related
I am trying to make a scroll bar without using ScrollBar Component in QML.
So i have made this component and attach to the ListView. But it doesn't flick the listview items.
I want, this rectangle scrolls the content of ListView or GridView on scrolling.
What I did?
Ist I create a rectangle then make another rectangle as a child of ist one. And applied the dragging technique on Y axis and set the coordinates for y axis.
My Code is given below:
import QtQuick 2.0
Rectangle{
property bool is_parentDrag: false
property bool is_childDrag: false
id:parent_screen
anchors.fill:parent
color:"#ebeaee"
Rectangle{
id:foot
width:parent.width*0.9
height:parent.height*0.133
color:"#ffffff"
border.width:1
anchors.bottom:parent.bottom
anchors.bottomMargin:lv.height*0.005
anchors.horizontalCenter: parent.horizontalCenter
Rectangle{
width:parent.width*0.125
height:parent.height*0.5
radius:20
anchors.verticalCenter: parent.verticalCenter
anchors.left: parent.left
anchors.leftMargin: parent.height*0.2
color:"transparent"
Image{
source: "left_direction_icon.png"
anchors.centerIn: parent
sourceSize.width: parent.width*0.4
sourceSize.height: parent.width*0.4
}
MouseArea{
anchors.fill:parent
onClicked: {
stack.pop()
}
}
}
}
Flickable{
id:flick_1
width:parent.width*0.9
height:parent.height*0.7
anchors.centerIn: parent
flickableDirection:Flickable.HorizontalFlick
boundsBehavior: Flickable.StopAtBounds
ListView{
id:lv
clip:true
boundsBehavior: Flickable.StopAtBounds
height:parent.height
width:parent.width*0.9
anchors.left:parent.left
anchors.leftMargin: parent.width*0.11
model:Data{}
delegate: Rectangle{
id:delg
width:lv.width*0.5
height:lv.height*0.170
Text{
text:txt
anchors.centerIn: parent
font.pixelSize: 22
}
Rectangle{
id:right
width:1
height:parent.height
color:"black"
anchors.right:parent.right
}
Rectangle{
id:bottom
width:parent.width
height:1
color:"black"
anchors.bottom:parent.bottom
}
Rectangle{
id:left
width:1
height:parent.height
color:"black"
anchors.left:parent.left
}
}
Rectangle{
id:scrollbar
width:flick_1.width*0.02
height:flick_1.height
visible: lv.contentHeight>lv.height
radius:width/2
color:"lightgrey"
anchors.right: lv.right
anchors.rightMargin: lv.width*0.1
Rectangle {
id:scroll
Drag.active:is_parentDrag?parent_drag_area.drag.active:is_childDrag?drag_area.drag.active:false
Drag.source: scroll
implicitWidth: parent.width
implicitHeight: parent.height*0.7
radius:width/2
opacity:0.85
color: "grey"
MouseArea{
id:drag_area
anchors.fill:parent
drag.target: scroll
drag.axis: Drag.YAxis
drag.minimumY: 0
drag.maximumY: scrollbar.height-scroll.height
onPressed:{
if(is_childDrag)
is_childDrag=false
else
is_childDrag=true
}
}
}
MouseArea{
id:parent_drag_area
anchors.fill:parent
drag.target: scroll
drag.axis: Drag.YAxis
drag.minimumY: 0
drag.maximumY: scrollbar.height-scroll.height
onPressed:{
if(is_parentDrag)
is_parentDrag=false
else
is_parentDrag=true
}
}
}
// Rectangle {
// id: scrollbar
// //height:parent.height*0.04
// width:parent.width
// radius:width/2
// anchors.bottom: parent.bottom
// y: flick_1.visibleArea.yPosition * flick_1.height
// height: flick_1.visibleArea.heightRatio * flick_1.height*0.04
// color: "lightgrey"
// anchors.bottomMargin: parent.height*0.1
// Rectangle {
// id:scroll
// y: flick_1.visibleArea.yPosition * flick_1.height
// implicitWidth: parent.width*0.7
// implicitHeight: parent.height
// radius:width/2
// opacity:0.85
// color: "grey"
// }
// }
}
}
}
You can try this (copied from QML Material Project).
Create a new QML-File called ScrollbarCustom.qml:
Item {
id: root
property Flickable flickableItem
property int orientation: Qt.Vertical
property int thickness: 5
property bool moving: flickableItem.moving
property alias currentY: scrollBar.y
width: thickness
height: thickness
clip: true
smooth: true
visible: orientation === Qt.Vertical ? flickableItem.contentHeight > flickableItem.height
: flickableItem.contentWidth > flickableItem.width
anchors {
top: orientation === Qt.Vertical ? flickableItem.top : undefined
bottom: flickableItem.bottom
left: orientation === Qt.Horizontal ? flickableItem.left : undefined
right: flickableItem.right
margins: 2
}
signal stopAnimation
onStopAnimation: {
hideAnimation.stop();
showAnimation.start();
}
signal startAnimation
onStartAnimation: {
hideAnimation.start();
showAnimation.stop();
}
Component.onCompleted: hideAnimation.start()
onMovingChanged: {
if (moving) {
hideAnimation.stop()
showAnimation.start()
} else {
hideAnimation.start()
showAnimation.stop()
}
}
NumberAnimation {
id: showAnimation
target: scrollBar;
property: "opacity";
to: 0.3;
duration: 200;
easing.type: Easing.InOutQuad
}
SequentialAnimation {
id: hideAnimation
NumberAnimation { duration: 500 }
NumberAnimation {
target: scrollBar;
property: "opacity";
to: 0;
duration: 500;
easing.type: Easing.InOutQuad
}
}
onOrientationChanged: {
if (orientation == Qt.Vertical) {
width = thickness
} else {
height = thickness
}
}
Rectangle {
id: scrollBar
property int length: orientation == Qt.Vertical ? root.height
: root.width;
property int targetLength: orientation == Qt.Vertical ? flickableItem.height
: flickableItem.width;
property int contentStart: orientation == Qt.Vertical ? flickableItem.contentY
: flickableItem.contentX;
property int contentLength: orientation == Qt.Vertical ? flickableItem.contentHeight
: flickableItem.contentWidth;
property int start: Math.max(0, length * contentStart/contentLength);
property int end: Math.min(length,
length * (contentStart + targetLength)/contentLength)
color: Theme.accentColor //"black"//theme.foreground
opacity: 0.2
radius: thickness/2
width: Math.max(orientation == Qt.Horizontal ? end - start : 0, thickness)
height: Math.max(orientation == Qt.Vertical ? end - start : 0, thickness)
x: orientation == Qt.Horizontal ? start : 0
y: orientation == Qt.Vertical ? start : 0
}
}
And use it like this:
Flickable {
id: flickable
clip: true
anchors {
top: parent.top
left: parent.left
right: parent.right
bottom: parent.bottom
}
}
ScrollbarCustom {
flickableItem: flickable
}
A solution is to leverage Qt Quick Templates 2. This Qt module is the base of Qt own controls Qt Quick Controls 2 and contains multiple base UI components that can be fully customized.
In your case, you should look at ScrollBar and how to customize it.
Your code could end up being something like this:
Flickable {
id: flickable
clip: true
// ...
ScrollBar.vertical: ScrollBar {
id: control
size: 0.3
position: 0.2
active: true
orientation: Qt.Vertical
contentItem: Rectangle {
implicitWidth: 6
implicitHeight: 100
radius: width / 2
color: control.pressed ? "#81e889" : "#c2f4c6"
}
}
}
I have a QML project where I am able to drag & drop rectangles that are in a ListView.
I want to disable the drag&drop feature for the first Item (rectangle) of the ListView.
Here is an example:
Rectangle {
visible: true
width: 1000; height: 1000
ListView {
id: root
width: parent.width; height: parent.height
model: DelegateModel {
id: visualModel
model: myModel
model: ListModel {
id: colorModel
ListElement { someData }
...
}
delegate: MouseArea {
property int visualIndex: DelegateModel.itemsIndex
id: delegateRoot
cursorShape: Qt.PointingHandCursor
width: root.width; height: 100
drag.target: icon
drag.axis: Drag.YAxis
drag.minimumY: 0
property bool current: false
Rectangle {
blablaData
//Something like : if firstItem, disable drag&drop
}
onClicked: {
delegateRoot.current = !delegateRoot.current;
if(current) {
delegateRoot.height = 300
}
else {
delegateRoot.height = 100
}
}
Rectangle {
id: container
anchors.top: icon.bottom
width: root.width-5
height: delegateRoot.height - icon.height
clip: true
border.color: "#81BEF7"
Behavior on implicitHeight {
PropertyAnimation { duration: 100 }
}
Text {
anchors.fill: parent
anchors.margins: 10
horizontalAlignment: Text.AlignLeft
verticalAlignment: Text.AlignVCenter
text: size
}
}
DropArea {
anchors { fill: parent; margins: 15 }
onEntered: {
visualModel.items.move(drag.source.visualIndex, delegateRoot.visualIndex)
}
}
}
}
}
}
Do you have any idea of how to do it ?
Thanks a lot !
EDIT: Added some features to my example
In the delegate root item, try:
enabled: index ? true : false
I found an easy way to do it, and you can use it for the item you want (not only the first one).
I need to change drag.target and drag.axis in delegateRoot by using and setting a boolean like isDraggable to true or false on each item and then use it like this:
drag.target: isDraggable ? content : undefined
drag.axis: isDraggable ? Drag.YAxis : Drag.None
I would like to create a slideshow showing 3 items with a picture and a label for each, the item in the middle being highlighted (picture is bigger and a description text appears below the label).
When a corresponding arrow is clicked, I would like the items to "slide" instead of just appearing where they should. Unfortunately, the Behavior on x {
NumberAnimation{...}} code in the delegate does not do this.
Here is my code:
import QtQuick 2.7
import QtQuick.Window 2.0
Window {
id: display
width: 500
height: 300
visible: true
Item {
id: conteneur
anchors.leftMargin: 50
height: display.height / 1.2
width: display.width / 1.2
anchors.horizontalCenter: parent.horizontalCenter
Rectangle {
id: boutonAvant
height: conteneur.height
anchors.verticalCenter: parent.verticalCenter
width: 68
x: -50
color: "transparent"
z: 1
Text {
id: pictureAv
anchors.centerIn: parent
text: "<"
font.pixelSize: 90
}
MouseArea {
id: buttonAvMouseArea
anchors.fill: parent
hoverEnabled: true
onClicked: listview.decrementCurrentIndex()
}
}
ListView {
id: listview
clip: true
orientation: ListView.Horizontal
width: conteneur.width
height: conteneur.height / 1.2
anchors.centerIn: conteneur
model: myListModel
delegate: myDelegate
maximumFlickVelocity: 700
snapMode: ListView.SnapToItem
highlightFollowsCurrentItem: true
highlightRangeMode: ListView.StrictlyEnforceRange
preferredHighlightBegin: conteneur.width * 0.3
preferredHighlightEnd: conteneur.width * 0.3 + conteneur.width * 0.4
onCurrentIndexChanged: {
positionViewAtIndex(currentIndex, ListView.SnapPosition)
}
Component.onCompleted: {
currentIndex = 1
}
}
Rectangle {
id: boutonApres
height: conteneur.height
anchors.verticalCenter: parent.verticalCenter
x: conteneur.width - 10
width: 68
color: "transparent"
Text {
id: pictureAp
anchors.centerIn: parent
text: ">"
font.pixelSize: 90
}
MouseArea {
id: buttonApMouseArea
anchors.fill: parent
hoverEnabled: true
onClicked: listview.incrementCurrentIndex()
}
}
}
ListModel {
id: myListModel
ListElement {
name: "rectangle 0"
desc: "blabla"
mycolor: "green"
}
ListElement {
name: "rectangle 1"
desc: "blabla"
mycolor: "blue"
}
ListElement {
name: "rectangle 2"
desc: "blabla"
mycolor: "lightblue"
}
ListElement {
name: "rectangle 3"
desc: "blabla, \n with several lines for test \n and more lines \n and more lines"
mycolor: "gold"
}
}
Component {
id: myDelegate
Rectangle {
id: cadre
opacity: listview.currentIndex === index ? 1 : 0.5
anchors.top: parent.top
anchors.topMargin: listview.currentIndex === index ? 0 : 35
width: listview.currentIndex === index ? listview.width * 0.4 : listview.width * 0.3
height: conteneur.height
border.color: mycolor
color: "transparent"
Behavior on x {
NumberAnimation {
duration: 800
}
}
}
}
}
ListView inherits Flickable which uses contentX and contentY to govern what's visible. The model Rectangles don't actually move.
I would try a Behavior on ListView's contentX. Note that the documentation for positionViewAtIndex says not manipulate those directly because the math on them is not predictable – but a behavior on them may work.
I finally had some result using this :
//In bouton Avant :
MouseArea{
id: boutonAvant
anchors.fill: parent
hoverEnabled: true
onClicked: {
pictureAp.visible = true;
var oldPos = listview.contentX;
listview.decrementCurrentIndex();
var newPos = oldPos - listview.width*0.3; // listview.width*0.3 is the width of one item that is not the current one
if(listview.currentIndex == 0){
pictureAv.visible = false;
}
anim.running = false
anim.from = oldPos;
anim.to = newPos;
anim.running = true;
}
}
}
The ListView becomes :
ListView{
id: listview
clip: true
orientation: ListView.Horizontal
width: conteneur.width
height: conteneur.height/1.2
anchors.centerIn: conteneur
model: myListModel
delegate: myDelegate
Component.onCompleted: {
currentIndex = 1;
}
}
NumberAnimation { id: anim; target: listview; property: "contentX"; duration: 800 }
And boutonApres is similar to boutonAvant with :
MouseArea{
id: buttonApMouseArea
anchors.fill: parent
hoverEnabled: true
onClicked: {
pictureAv.visible = true;
var oldPos = listview.contentX;
listview.incrementCurrentIndex();
var newPos = oldPos + listview.width*0.3;
if(listview.currentIndex == listview.count-1){
pictureAp.visible = false;
}
anim.running = false
anim.from = oldPos;
anim.to = newPos;
anim.running = true;
}
}
It works fines when items being 'slided' are in the middle of the listview but when I get to the first item (on the last click on the left arrow), or to the last item (on the last click on the right arrow), I get a disturbing 'flick' as if the listview was trying to move at two places at the same time, following 2 different orders. But I can't see where this could come from...
I have one DropArea and two elements. I want DropArea reject the drop event if the DropArea already got one element be dropped, the another element not allow drop into, unless the first one move out.
DropArea {
property bool dropped: false
onDropped: {
drop.accepted = !dropped;
dropped = true;
}
onExited: dropped = false
}
But looks like drop.accepted not work,
BTW anyway to get the objects was dropped in DropArea
You should control if the item must be dropped or not in onReleased, checking the dropped property.
Full example:
import QtQuick 2.5
import QtQuick.Window 2.2
import QtQuick.Controls 1.4
Window {
id: win
visible: true
width: 800
height: 600
title: qsTr("Hello World")
Repeater {
model: 10
Rectangle {
id: rect
width: 50
height: 50
z: mouseArea.drag.active || mouseArea.pressed ? 2 : 1
color: Qt.rgba(Math.random(), Math.random(), Math.random(), 1)
x: Math.random() * (win.width / 2 - 100)
y: Math.random() * (win.height - 100)
property point beginDrag
property bool caught: false
border { width:2; color: "white" }
radius: 5
Drag.active: mouseArea.drag.active
Text {
anchors.centerIn: parent
text: index
color: "white"
}
MouseArea {
id: mouseArea
anchors.fill: parent
drag.target: parent
onPressed: {
rect.beginDrag = Qt.point(rect.x, rect.y);
}
onReleased: {
if(!rect.caught || dragTarget.dropped) {
backAnimX.from = rect.x;
backAnimX.to = beginDrag.x;
backAnimY.from = rect.y;
backAnimY.to = beginDrag.y;
backAnim.start()
}
parent.Drag.drop()
console.log("MouseArea - containsDrag " + dragTarget.dropped)
}
}
ParallelAnimation {
id: backAnim
SpringAnimation { id: backAnimX; target: rect; property: "x";
duration: 500; spring: 2; damping: 0.2 }
SpringAnimation { id: backAnimY; target: rect; property: "y";
duration: 500; spring: 2; damping: 0.2 }
}
}
}
Rectangle {
anchors {
top: parent.top
right: parent.right
bottom: parent.bottom
}
width: parent.width / 2
color: "gold"
DropArea {
id: dragTarget
anchors.fill: parent
property bool dropped: false
onEntered: {
console.log("onEntered " + containsDrag)
drag.source.caught = true;
}
onExited: {
console.log("onExited " + containsDrag)
dropped = false;
}
onDropped:
{
console.log("onDropped");
dropped = true;
}
}
}
}
Use drop.accept() instead. The above can be done as follows:
property bool containsItem: false
DropArea {
id: dropArea
anchors.fill: parent
onDropped: {
if(containsItem)
drop.accept(Qt.IgnoreAction)
else
drop.accept()
containsItem = true;
}
}
Also donot use dropped property as it is already an attached property inside onDropped event handler.
Edit:
If rect is the Item to be dragged and dropped then:
Rectangle {
id: rect
width: 40; height: 40
color: "red"
Drag.active: dragArea.drag.active
Drag.hotSpot.x: 20
Drag.hotSpot.y: 20
MouseArea {
id: dragArea
anchors.fill: parent
drag.target: parent
onReleased: if (rect.Drag.drop() !== Qt.IgnoreAction) {
console.log("Accepted!");
} else {
console.log("Rejected!");
}
}
}
I would like to make an animation when mouse comes over the image, but NOT when mouse leaves the image.
Item{
width: 800
height:800
Rectangle{
id: blueRec
width: 100; height: 100; color: "blue"
MouseArea{
anchors.fill: parent
onClicked: {
im1.visible = true
im1.source = "1.png"
}
}
}
Image {
id: im1
scale: im1MouseArea.containsMouse ? 0.8 : 1.0
Behavior on scale {
NumberAnimation{
id: anim
from: 0.95
to: 1
duration: 400
easing.type: Easing.OutBounce
}
}
MouseArea{
id: im1MouseArea
hoverEnabled: true
anchors.fill: parent
}
}
}
The code above makes also animation, when mouse is leaving image.
Can someone help?
Setting the scale and then triggering an animation that alters the scale seems like an odd approach. If I were you, I'd break this out into states and set the animation to trigger on the appropriate transition.
Here's an example of how this could be done:
Image {
id: im1
states: [ "mouseIn", "mouseOut" ]
state: "mouseOut"
transitions: [
Transition {
from: "*"
to: "mouseIn"
NumberAnimation {
target: im1
properties: "scale"
from: 0.95
to: 1
duration: 400
easing.type: Easing.OutBounce
}
}
]
MouseArea{
id: im1MouseArea
hoverEnabled: true
anchors.fill: parent
onContainsMouseChanged: {
im1.state = containsMouse ? "mouseIn" : "mouseOut"
}
}
}