Select QGraphicsItem - qt

I have problems selecting my QGraphicsItem.
I have multiple Items (Line and Ellipse) and Itemgroups (containing lines).
In some cases they are overlaying each other but are still visible because of transparency.
For example: I first create a small circle and later i create a bigger circle around the small one.
How can I select the small circle?
I only want an item beeing selected if i click on a visible nontransparent part of it (maybe with some tolerance for lines of 1px width). How can I do that?
A small example how i create a circle:
circleToDraw = new QGraphicsEllipseItem;
this->addItem(circleToDraw);
circleToDraw->setPen(QPen(Qt::black, 1, Qt::SolidLine));
circleToDraw->setPos(origPoint);
circleToDraw->setRect(origPoint.y() - event->scenePos().y(), origPoint.y() - event->scenePos().y(), (event->scenePos().y() - origPoint.y())*2, (event->scenePos().y() - origPoint.y())*2);
Later i will also implement some QImages with transparent parts. Here the problem will be again, that I want to select Items under the transparent part.
Thank you!
Edit
My code for now:
QList<QGraphicsItem *> items = this->items(event->scenePos());
for each(QGraphicsItem* item in items)
{
if(item->opacity() == 1){
//opacity() does not work as expected
//circle will still be deleted when I click the (transparent) inside of it
//item->setSelected(true); //selects all items while pressing mouse, but only top item after releasing mouse. why?
this->removeItem(item);
delete(item);
}
}

Related

How to replace down arrow with text in a combobox in JavaFX

I'm trying to remove the down arrow from a combobox. All the solutions I have found just make the arrow disappear, for example this one.
Is there a way to remove completely the space where the arrow appears and fill the box just with the text of the selected choice?
If you want to completely elimnate the arrow & arrow button space, you can try with the below custom ComboBox.
The below code is setting the arrow button and arrow nodes size to 0 and asking to rerender the comboBox. The null check is to let this changes apply only once.
public class MyComboBox<T> extends ComboBox<T>{
Region arrowBtn ;
#Override
protected void layoutChildren() {
super.layoutChildren();
if(arrowBtn==null){
arrowBtn= (Region)lookup(".arrow-button");
arrowBtn.setMaxSize(0,0);
arrowBtn.setMinSize(0,0);
arrowBtn.setPadding(new Insets(0));
Region arrow= (Region)lookup(".arrow");
arrow.setMaxSize(0,0);
arrow.setMinSize(0,0);
arrow.setPadding(new Insets(0));
// Call again the super method to relayout with the new bounds.
super.layoutChildren();
}
}
}
UPDATE :
Based on the suggestion of #kleopatra, we can get the same behaviour using css as well (without the need to create a new class for ComboBox).
.combo-box .arrow-button,
.combo-box .arrow{
-fx-max-width:0px;
-fx-min-width:0px;
-fx-padding:0px;
}
The below image will tell you the difference of a normal combox box and this custom combo box. The left one is the normal comboBox, you can see the list cell when inspecting with ScenicView. The right one is the custom one. The list cell is completely occupied suppressing the arrow space.

Is this ListView bug?

if create WC_LISTVIEW with LVS_REPORT style and set both LVSIL_SMALL and LVSIL_STATE (or with LVS_EX_CHECKBOXES) image lists and heigth of small images is less than heigth of state images - list incorrectly displayed: small images not centered by Y, but on same line with state images, and bottom lines (exactly CY_state - CY_small) is filled by trash. for example on high DPI display, ListView with LVS_EX_CHECKBOXES use 20 pixel heigth for CY_state, if use 15 pixel small icons - will be ~next picture (left side of image). if change state images heigh to <= CY_small will be normal displayed (right side of image)
this is known bug ? or exist ways resolve this ?
yes, this is ListView bug - present in all windows versions, including latest win10 builds.
bug in function
int CLVView::ComputeCYItemSize()
here exist next code:
int CLVView::ComputeCYItemSize() // this -> CLVReportView
{
// CListView* _pListView;
CLVImageListManager* p = _pListView->_pImageListManager;
...
if (p->_himlState)
{
p->_cySmall = max(p->_cyState, p->_cySmall);// bug !! need remove this line
...
}
...
}
if 'nop'
p->_cySmall = max(p->_cyState, p->_cySmall)
under debugger - all begin working ok and have next view:

How do I scale a container UIView's subviews' layout/size as I animate the container UIView?

Goal: to be able to animate a container-view's frame while it's subviews keep their original layout & scale in proportion to their container view.
Scenario:
Elements positioned via constraints/autolayout; within green container.
Green containerView's physical coordinates (frame/bounds) are adjusted per animation.
Members' compression & hugging properties are set to a low priority.
UIView.animateWithDuration(0, animations: {
self.bounds = myBounds
}) {(One) in
UIView.animateWithDuration(1, animations: {
self.frame = myFrame
}) {(Two) in
UIView.animateWithDuration(0.5, animations: {
self.frame = origFrame
// self.center = myCenter
}) {(Three) in
UIView.animateWithDuration(0.2, animations: {
self.frame = distantFrame
})
}
}
}
Here's the original layout:
I would like to have member element scale proportionally with their container view like this:
But the member elements (the one label 'Hello World!') don't adjust accordingly as their green containerView animates to a square in the upper left-hand corner:
How do I keep a UIView's members' layout in proportion to the prevailing their prevailing container view's frame?
Note: This would apply to any type of member (UIView, UITextView, ...etc.); for simple position/layout & transformation (pivot) animations.
In your example, you have a green background view (BG) and a hello world view (HW), and you want HW to scale in proportion to BG.
You can achieve this easily:
Open the Utilities pane in Xcode (top rightmost icon), and the Document outline (bottom left icon of storyboard).
Let’s assume that HW is already centered in BG, i.e. that you already set the alignment constraints for HW center horizontally and vertically in container.
Now, select BG as well as HW in the Document outline, and click the „Pin“ icon bottom right. It will offer the constraints „Equal widths“ and „Equal heights“. Activate both.
After these constraints have been created, open one of them in the Document outline. The utilities pane will then show the Equal Width constraint with the 2 views and a Multiplier field.
In the Multiplier field, you can enter the required proportions for the selected dimension, e.g. 1:3. This will fix the proportion for the selected dimension.
For the other dimension of course analogously. Of course you had then to update the frame of HW.
Here is an example:

fixing child layout/widget position in QT

I wanted to know whether is there any way of fixing child layouts within a parent layout. For example...
QVBoxLayout *vbox = new QVBoxLayout;
// adding pushbuttons/layouts...
vbox->addWidget(one);
vbox->addWidget(two);
vbox->addWidget(three);
vbox->addWidget(four);
Now this ends up as four buttons/layouts in a vertical layout in the sequence that they are added. But if I remove buttons/layouts "one", "two" and "three"...
vbox->removeWidget(one);
vbox->removeWidget(two);
vbox->removeWidget(three);
After doing this, the pushbutton "four" will move up the layout as you remove widgets on top of "four". I don't want this to happen.
Is there any way that even if I remove the widget/layout on top, I need that last widget/layout to stay where it is currently.
How do I achieve this ?
UPDATE: Well I was experimenting and I was kind of able to achieve what I wanted using QGridLayout. Here is the code, but I am using QGridLayout instead of QVBoxLayout.
connect(one,SIGNAL(clicked()),this,SLOT(remove_btns()));
g = new QGridLayout(this);
g->addWidget(one,0,0,1,2);
g->addWidget(two,1,0,1,2);
g->addWidget(three,2,0,1,2);
g->addWidget(four,3,0,1,2,Qt::AlignBottom);
setLayout(g);
If I delete the above three buttons, the fourth one stays where it is, because of QT::AlignBottom , it does not work without that thing.
Here is the SLOT remove_btns()
void test::remove_btns()
{
g->removeWidget(one);
g->removeWidget(two);
g->removeWidget(three);
delete one;
delete two;
delete three;
}
When I click "one", top three buttons vanish, and the fourth one stays where it is. But it does not work if I don't give the QT::AlignBottom . Also, these alignment things are a mystery to me, I am unable to find how exactly they work.
This is definitely NOT an answer..., because I don't understand how it worked :P
If you are immediately replacing the widgets you removed, you can always insert your new widgets by index.
void insertWidget ( int index, QWidget * widget, int stretch = 0, Qt::Alignment alignment = 0 )
Yes, just hide the widgets instead of removing them:
one->hide();
two->hide();
three->hide();
If you really have to remove the widgets, perhaps you can replace them with some lightweight widget like a QLabel with no text.

Creating drag bar purely in actionscript

I've been having trouble creating a mechanism to allow the user to select a span of time from a timeline. Basically i want them to be able to click and drag horizontally, and retrieve the start and end positions of that event.
I especially need to include the case where the event goes off the edge of the screen (even if the end position is snapped to the edge of the screen that's fine).
While doing all of this, I want to be able to draw a box that goes from the start of the event to the current position of the mouse, so that it's obvious which area if being selected.
Basically, it doesn't seem to me that you're dragging something. You just have a sequence of press, move and release. You will have to click on something, I bet you could consider the press event on the timeline itself. So it'll be something like:
timeline.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
timeline.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
// the next line just considers that leaving the object surface is the same as depressing the mouse button
timeline.addEventListener(MouseEvent.MOUSE_OUT, onMouseUp);
function onMouseDown(evt:MouseEvent):void {
// add the event listener for the mouse move action
timeline.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
// create the movie clip for the box
// you get the mouse coordinates from evt.localX and evt.localY (relative to the origin of the timeline movieclip) or evt.stageX and evt.stageY (as global values)
}
function onMouseMove(evt:MouseEvent):void {
// adjust the selection width and height
// you get the mouse coordinates from evt.localX and evt.localY (relative to the origin of the timeline movieclip) or evt.stageX and evt.stageY (as global values)
}
function onMouseUp(evt:MouseEvent):void {
// remove the event listener for the mouse move, that means that the function onMouseMove will no longer be called
timeline.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
// brush up and send the final coordinates of the selection to the next function
}
For the selection graphics itself, you can either use an instance of a movie clip from your library, or you could simply create an empty movie clip, make it semitransparent and draw a rectangle in it, like so:
var selection:MovieClip = new MovieClip();
selection.alpha = 0.5;
selection.graphics.beginFill(0x000000);
selection.graphics.drawRect(x,y,width,height);
selection.graphics.endFill();
this.addChild(selection);

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