it's been years since I coded anything, and now I need to pick up p5.js. As practice I was trying to make a simple drawing program - I want my program to draw in black by default, and switch the color to red when I click on the red rectangle in the corner of the screen. I had the following very sloppy code (I know the mouse-press doesn't exactly line up with the red rectangle, the 'drawing' mechanism isn't the best, etc. I'm just messing around with it atm)
function setup() {
createCanvas(600, 600);
fill ('red');
rect(570,20,5,5);
//creates red rectangle at top right corner of screen
}
var color = 0;
function mousePressed(){
if ( mouseX > 570) {
if( mouseY > 20){
color = 4;
ellipse (10,20,50,50);
}
}
}
function draw() {
stroke(color);
if (mouseIsPressed) {
ellipse(mouseX, mouseY, 1, 1)
//creates colored dot when mouse is pressed
}
}
function keyTyped(){
if (key === 'c'){
clear();
}
}
If I don't use the 'color' variable and instead just set the stroke to 0, I can draw in black well enough. And the mousePressed function seems to work - when I press the rectangle, it draws the ellipse that I put in to test. However, I can't seem to reference var 'color' in my draw function - it's probably a silly problem, but I admit to being stumped! What am I doing wrong?
You have to be careful when naming variables. Specifically, you shouldn't name them the same thing as existing functions!
From the Processing.js help articles:
One of the powerful features of JavaScript is its dynamic, typeless nature. Where typed languages like Java, and therefore Processing, can reuse names without fear of ambiguity (e.g., method overloading), Processing.js cannot. Without getting into the inner-workings of JavaScript, the best advice for Processing developers is to not use function/class/etc. names from Processing as variable names. For example, a variable named line might seem reasonable, but it will cause issues with the similarly named line() function built-into Processing and Processing.js.
Processing.js is JavaScript, so functions can be stored in variables. For example, the color variable is the color() function! So when you create your own color variable, you're overwriting that, so you lose the ability to call the color() function.
The simplest fix is to just change the name of your color variable to something like myColor.
Related
I want to have an interactive legend inside my canvas, however I'm having trouble getting it to work. I am using qwt6.1.2 and this version no longer has the option to insert the legend as an "ExternalLegend", but instead has the class qwtPlotLegendItem to handle legends inside the canvas. However when I read the docs I see:
In opposite to QwtLegend the legend item is not interactive.
An external QwtLegend with a transparent background on top the plot
canvas might be another option with a similar effect.
My question is: how do I show an QwtLegend on top of the plot canvas?
In the documentation for QwtPlot I read:
Legends, that are not inserted into the layout of the plot widget need
to connect to the legendDataChanged() signal. Calling updateLegend()
initiates this signal for an initial update.
I have connected the legendDataChanged signal and triggered it by calling updateLegend(), but now I'm stuck on what to do next. Any tips on how to proceed?
Ok I got it to work:
QwtPlot* plot;
// Attach some plots/histograms to the plot.
MyLegend* legend = new MyLegend(plot);
MyLegend ::MyLegend (QwtPlot * pPlot)
: m_pPlot(pPlot)
{
setParent(m_pPlot);
setGeometry(0, 0, 100, 100);
connect(m_pPlot, &QwtPlot::legendDataChanged,
this, &MyLegend ::LegendDataChanged);
m_pPlot->updateLegend();
}
void MyLegend ::LegendDataChanged(const QVariant &itemInfo, const QList< QwtLegendData > &data)
{
updateLegend(itemInfo, data);
}
Currently I have a project that is being used to draw rooms with lines and images that can be selected by the user by hitting a button representing what they want to add. I.E. if they want a shower a button for shower is pressed and an image appears in a pane. The shower can be resized and moved in the pane. The user also has the ability to use lines to draw objects or walls. The lines can be resized, rotated, or moved. I am now trying to get these objects to interact with each other. Say a user is using lines to make an object, and when the line comes near another object the line being moved snaps to the other object. I have found a 3rd party library that has SnapLineSnapResult but I don't see anything where someone has used it. Is this something that is desktop JavaFX usable, or is it a touch operation and does anyone have code to model or another solution?
SnapLineSnapResult
My code for line that would be useful if I can use this class is as follows:
line.setOnMouseDragged((MouseEvent event1) -> {
// in resize region
if (isInResizeZoneLine(line, event1)) {
// adjust line
line.setEndX(event1.getX());
}
// in movable region
else {
Point2D currentPointer = new Point2D(event1.getX(), event1.getY());
if (bound.getBoundsInLocal().contains(currentPointer)) {
/*--------*/ // potential place for if (near other object to be snapped)
double lineWidth = line.getEndX() - line.getStartX();
line.setStartY(currentPointer.getY());
line.setEndY(currentPointer.getY());
line.setStartX(currentPointer.getX() - lineWidth/2);
line.setEndX(currentPointer.getX() + lineWidth/2);
}
}
});
I have a QGraphicsScene with rather small point markers. I would like to enlarge the area of these markers to make dragging easier. The marker is a cross, +/- 2 pixels from the origin. I have reimplemented
QGraphicsItem::contains(const QPointF & point ) const
{
return QRectF(-10,-10,20,20);
}
and
void hoverEnterEvent(QGraphicsSceneHoverEvent* event)
{
setPen(QPen(Qt::red));
update();
}
but the marker only turns red when it is directly hit by the cursor (and even that is a bit picky). How can I enlarge the "hover area"?
As stated in the short comment:
Usually those things are handled via the bounding rect or the shape function, try overloading those. Take a look into the qt help of QGraphicsItem under shape (http://doc.qt.io/qt-4.8/qgraphicsitem.html#shape):
Returns the shape of this item as a QPainterPath in local coordinates.
The shape is used for many things, including collision detection, hit
tests, and for the QGraphicsScene::items() functions.
The default implementation calls boundingRect() to return a simple
rectangular shape, but subclasses can reimplement this function to
return a more accurate shape for non-rectangular items. For example, a
round item may choose to return an elliptic shape for better collision
detection. For example:
QPainterPath RoundItem::shape() const {
QPainterPath path;
path.addEllipse(boundingRect());
return path; } The outline of a shape can vary depending on the width and style of the pen used when drawing. If you want to include
this outline in the item's shape, you can create a shape from the
stroke using QPainterPathStroker.
This function is called by the default implementations of contains()
and collidesWithPath().
So what basically happens is that all functions that want to access the "Zone" which is associated with an item, call shape and then do e.g. a containment or collision detection with the resulting painterpath.
Thus if you have small items you should enlargen the shape zone.
Lets for instance consider a line that is your target, than your shape implementation could look like the following:
QPainterPath Segment::shape() const{
QLineF temp(qLineF(scaled(Plotable::cScaleFactor)));
QPolygonF poly;
temp.translate(0,pen.widthF()/2.0);
poly.push_back(temp.p1());
poly.push_back(temp.p2());
temp.translate(0,-pen.widthF());
poly.push_back(temp.p2());
poly.push_back(temp.p1());
QPainterPath path;
path.addPolygon(poly);
return path;
}
Pen is a member of the segment, and I use its width to enlarge the shape zone. But you can take anything else as well that has a good relation to the actual dimension of your object.
I've create simple example: background surface layer and 10 small "dots" on it (10 surface layers 10x10 px each filled with color via fillRect()). Paint method simply moves the dots around periodically:
private SurfaceLayer background;
private List<Layer> dots = new ArrayList<Layer>();
#Override
public void init()
{
background = graphics().createSurfaceLayer(graphics().width(), graphics().height());
background.surface().setFillColor(Color.rgb(100, 100, 100));
background.surface().fillRect(0, 0, graphics().width(), graphics().height());
graphics().rootLayer().add(background);
for (int i = 0; i < 10; i++)
{
SurfaceLayer dot = graphics().createSurfaceLayer(10, 10);
dot.surface().clear();
dot.surface().setFillColor(Color.rgb(250, 250, 250));
dot.surface().fillRect(0, 0, 10, 10);
dot.setDepth(1);
dot.setTranslation(random()*graphics().width(), random()*graphics().height());
dots.add(dot);
graphics().rootLayer().add(dot);
}
}
#Override
public void paint(float alpha)
{
for (Layer dot : dots)
{
if (random() > 0.999)
{
dot.setTranslation(random()*graphics().width(), random()*graphics().height());
}
}
}
Somehow java version draws all dots while html and android version draw only 1.
Manual doesn't clearly say if i should re-draw all these dots in every paint() call. And as far as i understood SurfaceLayer is meant for cases when you do not modify layer on every frame (so same buffer can be reused?), but this doesn't work.
So can you guys help me with correct SurfaceLayer usage? If i just filled a rectangular on SurfaceLayer - would it ramin on this layer forever or should i fill it in each paint call? If yes - is this different from ImmeadiateLayer?
You don't need to redraw a surface layer on every call to paint. As you have shown, you draw it only when preparing it, and the texture into which you've draw will be rendered every frame without further action on your part.
If the Android and HTML backend are not drawing all of your surface layers, there must be a bug. I'll try to reproduce your test and see if it works for me.
One note: creating a giant surface the size of the screen and drawing a solid color into it is a huge waste of texture memory. Just create an ImmediateLayer that calls fillRect() on every frame, which is far more efficient than creating a massive screen-covering texture.
I'm using a QTableWidget to display several rows. Some of these rows should reflect an error and their text color is changed :
Rows reflecting that there is no error are displayed with a default color (black text on white background on my computer).
Rows reflecting that there is an error are displayed with a red text color (which is red text on white background on my computer).
This is all fine as long as there is no selection. As soon as a row is selected, no matter of the unselected text color, the text color becomes always white (on my computer) over a blue background.
This is something I would like to change to get the following :
When a row is selected, if the row is reflecting there is no error, I would like it to be displayed with white text on blue background (default behavior).
If the row is reflecting an error and is selected, I would like it to be displayed with red text on blue background.
So far I have only been able to change the selection color for the whole QTableWidget, which is not what I want !
Answering myself, here is what I ended up doing : a delegate.
This delegate will check the foreground color role of the item. If this foreground color is not the default WindowText color of the palette, that means a specific color is set and this specific color is used for the highlighted text color.
I'm not sure if this is very robust, but at least it is working fine on Windows.
class MyItemDelegate: public QItemDelegate
{
public:
MyItemDelegate(QObject* pParent = 0) : QItemDelegate(pParent)
{
}
void paint(QPainter* pPainter, const QStyleOptionViewItem& rOption, const QModelIndex& rIndex) const
{
QStyleOptionViewItem ViewOption(rOption);
QColor ItemForegroundColor = rIndex.data(Qt::ForegroundRole).value<QColor>();
if (ItemForegroundColor.isValid())
{
if (ItemForegroundColor != rOption.palette.color(QPalette::WindowText))
{
ViewOption.palette.setColor(QPalette::HighlightedText, ItemForegroundColor);
}
}
QItemDelegate::paint(pPainter, ViewOption, rIndex);
}
};
Here is how to use it :
QTableWidget* pTable = new QTableWidget(...);
pTable->setItemDelegate(new MyItemDelegate(this));
What you'll want to do is connect the selectionChanged() signal emitted by the QTableWidget's QItemSelectionModel to a slot, say OnTableSelectionChanged(). In your slot, you could then use QStyleSheets to set the selection colours as follows:
if (noError)
{
pTable->setStyleSheet("QTableView {selection-background-color: #000000; selection-color: #FFFFFF;}");
}
else
{
pTable->setStyleSheet("QTableView {selection-background-color: #FF0000; selection-color: #0000FF;}");
}
It looks ok, but you might want to look at the documentation of QStyleOption it can tell you wether the item drawn is selected or not, you don't have to look at the draw color to do that. I would probably give the model class a user role that returns whether the data is valid or not and then make the color decision based on that. I.e. rIndex.data(ValidRole) would return wether the data at this index is valid or not.
I don't know if you tried overriding data for the BackgroundRole and returning a custom color, Qt might do the right thing if you change the color there
You could, of course, inherit from the table widget and override the paint event, but I don't think that is what you want to do.
Instead, should use the QAbstractItemDelegate functionality. You could either create one to always be used for error rows, and set the error rows to use that delegate, or make a general one that knows how to draw both types of rows. The second method is what I would recommend. Then, your delegate draws the rows appropriately, even for the selected row.
You could use e.g. a proxy model for this where you return a different color if you have an error for the specific modelindex;
QVariant MySortFilterProxyModel::data(const QModelIndex & index, int role = Qt::DisplayRole) {
// assuming error state and modelindex row match
if (role==Qt::BackgroundRole)
return Qt::red;
}