Unable to get Qt gestures (QPinchGesture) to work - qt

I am experimenting with gestures... and failing.
My code below is trying to get zoom on pinch — but there is no change
#include <QApplication>
#include <QtWidgets>
#include <QGraphicsView>
#include <QPinchGesture>
#include <QGestureEvent>
#include <QGraphicsRectItem>
#include <QMessageBox>
class MyView: public QGraphicsView
{
public:
MyView(QWidget *parent = 0)
{
Q_UNUSED(parent);
setTransformationAnchor(AnchorUnderMouse);
resetTransform();
setDragMode(ScrollHandDrag);
grabGesture(Qt::PinchGesture);
}
protected:
virtual bool event(QEvent *event)
{
if (event->type() == QEvent::Gesture)
return gestureEvent(static_cast<QGestureEvent*>(event));
return QGraphicsView::event(event);
}
private:
bool gestureEvent(QGestureEvent *event)
{
if (QGesture *pinch = event->gesture(Qt::PinchGesture))
pinchTriggered(static_cast<QPinchGesture *>(pinch));
return true;
}
void pinchTriggered(QPinchGesture* event)
{
QMessageBox::information(0, tr("pinch"), tr("triggered."));
// ... rest of the code may or may not work but I can't seem to get here
// so I removed it for now
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QGraphicsScene scene(-20, -20, 150, 150);
MyView view;
view.setScene(&scene);
QGraphicsRectItem* item = new QGraphicsRectItem(QRectF(0,0,100,100));
scene.addItem(item);
view.ensureVisible(scene.sceneRect());
view.show();
return a.exec();
}
I followed examples for Qt - for pinch: Image Gestures Example. I can't see what essential part I am missing - but I see no result.
It is hard to troubleshoot - no breakpoints or qDebug - so I used a QMessageBox, a simple text placed at the start of pinchTriggered() - and it was never shown.
I tried with 2 different devices - a Surface Pro 3, and a custom Android device.
For both, I was able to implement gestures for QTapAndHoldGesture successfully (using the same logic).
So... it seems that
QGesture *pinch = event->gesture(Qt::PinchGesture)
is always NULL...
I hope somebody can find the bugs in my little sample. Did I overlook something ? Or is there some setting needed in the device ?

These changes worked for me (Windows 7, Qt 4.7.1):
In your constructor, replace grabGesture(Qt::PinchGesture) with a similar call on the viewport() instead:
viewport()->grabGesture(Qt::PinchGesture);
Replace your MyView::event() override with a viewportEvent() override like this:
virtual bool viewportEvent(QEvent *event)
{
if (event->type() == QEvent::Gesture)
{
return gestureEvent(static_cast<QGestureEvent*>(event));
}
else if (event->type() == QEvent::TouchBegin)
{
return false;
}
else return QGraphicsView::viewportEvent(event);
}

You probably miss following in the constructor.
setAttribute(Qt::WA_AcceptTouchEvents);

Related

Prevent QApplication app from closing if a service is running

I have a QML app in which I have subclassed QApplication to create my main screen with QML. The issue i have is on clicking Close button the application closes as intended, but I want to handle a situation where if some services are running I want to override close button behaviour.
I tried overriding closeEvent() without any luck. Can anyone point me to some ways I can handle this?
UPDATE : This is the code snippet I tried
class SingleApplication : public QApplication {
Q_OBJECT
public:
SingleApplication(int &argc, char **argv);
void closeEvent ( QCloseEvent * event )
{
event->ignore();
}
}
MAIN.cpp
#include "view.h"
#include <QDebug>
#include <QDesktopWidget>
#include "SingleApplication.h"
int main(int argc, char *argv[])
{
SingleApplication app(argc, argv);
if(!app.isRunning()) {
app.processEvents();
View view(QUrl("qrc:/qml/main.qml"));
#ifdef Q_OS_LINUX
view.setFlags(Qt::WindowMinimizeButtonHint|Qt::WindowCloseButtonHint);
#endif
view.setMaximumSize(QSize(1280,700));
view.setMinimumSize(QSize(1280,700));
// Centering the App to the middle of the screen
int width = view.frameGeometry().width();
int height = view.frameGeometry().height();
QDesktopWidget wid;
int screenWidth = wid.screen()->width();
int screenHeight = wid.screen()->height();
view.setGeometry((screenWidth/2)-(width/2),(screenHeight/2)-(height/2),width,height);
view.show();
return app.exec();
}
return 0;
}
There is no QApplication::closeEvent. Such virtual function belongs to QWidget.
Use of QApplication indicated that you have normal QWidget container for your QML UI (as you say UI is based on QML though). You should rather override that widget closeEvent e.g.:
class MyMainWidget : public QWidget // or is it QMainWindow?
{
// snip
private:
void closeEvent(QCloseEvent*);
}
void MyMainWidget::closeEvent(QCloseEvent* event)
{
// decide whether or not the event accepted
if (condition())
event->accept();
}
And if your container widget is not overridden yet (simply QWidget?), well, now you have to do so.
And you did not say whether or not you want to keep app window running. I assume you want that as well.

QQuickWidget grab image

I am saving an image of a QQuickWidget with several QML children but all I have is a blank image.
C++ side:
QQuickWidget* content..
content->setSource(QUrl("qml:/main.qml"));
QPixmap *pm = content->grab(QRect(QPoint(0,0),QSize(-1,-1));
pm->save("someFilename.png", 0, 100);
QML side:
Rectangle{ width: 5; height: 5; color: "yellow"; objectname: "rootobj"}
In the QML I wish to dynamically add children and be able to show them in the image. I have tried QQuickWindow grabWindow method with a connection to a slot and it works but it captures only the window visible area and I need to capture the whole QML.
I believe this is not rocket science just that I am not getting it somewhere. Thanks for your replies!
Addendum:
Ok, I do not think its the issue of before/after rendering since I can see all the qml children before I call the picture grabber. So sorry for not being precise.
c++ side:
QQuickWidget* content..
content->setSource(QUrl("qml:/main.qml"));
//do all my dynamic qml children adding
After I can visually see all my qml:
QPixmap *pm = content->grab(QRect(QPoint(0,0),QSize(-1,-1));
pm->save(....
Unless I am wrong, I dont think its rendering issue. Thank you!
Issue is like Mido said. You can solve it like follows.
Create a class Viewer:
viewer.h
class Viewer : public QQuickView{
Q_OBJECT
public:
explicit Viewer(QWindow *parent = 0);
Viewer(bool showBar);
virtual ~Viewer();
void setMainQmlFile(const QString file);
void addImportPath(const QString path);
public slots:
void beforeRendering();
void afterRendering()
}
Viewer.cpp
#include "viewer.h"
Viewer::Viewer(QWindow *parent)
: QQuickView(parent)
{
setWidth(800);
setHeight(480);
connect(this, SIGNAL(beforeRendering()), this, SLOT(beforeRendering()));
connect(this, SIGNAL(afterRendering()), this, SLOT(afterRendering()));
}
void Viewer::setMainQmlFile(const QString file)
{
setSource(QUrl::fromLocalFile(file));
}
void Viewer::addImportPath(const QString path)
{
engine()->addImportPath(path);
}
void Viewer::beforeRendering()
{
//
}
void Viewer::afterRendering()
{
//grab window
QImage img = this->grabWindow();
img.save(path);
//or your code
}
main.cpp
Viewer *viewer = new Viewer;
//
///
//
viewer->setMainQmlFile(QStringLiteral("qml/main.qml"));
viewer->show();
I think your issue is that the capture screen is done before the rendering of the QML object.
In order to make it work you should connect the grab of the signal after rendering signal:
connect(this, SIGNAL(beforeRendering()), this, SLOT(sltBeforeRendering()));
connect(this, SIGNAL(afterRendering()), this, SLOT(sltAfterRendering()));
do the grab in sltAfterRendering slot.
To grab screen I use the grabWindow() function and I call it from QML.
It depends on the behaviour that you want from your software.
Try this:
grabber.h
#ifndef GRABBER_H
#define GRABBER_H
#include <QObject>
#include <QImage>
#include <QQuickView>
class Grabber : public QObject
{
Q_OBJECT
public:
explicit Grabber(QObject *parent = 0);
Grabber(QQuickView *view);
~Grabber();
Q_INVOKABLE void capture(QString const &path) const;
signals:
public slots:
private:
QQuickView* view_;
};
#endif // GRABBER_H
grabber.cpp
#include "grabber.h"
Grabber::Grabber(QObject *parent) :
QObject(parent)
{
}
Grabber::Grabber(QQuickView* view) :
view_(view)
{
}
Grabber::~Grabber()
{
if(view_ != NULL)
{
delete view_;
view_ = NULL;
}
}
void Grabber::capture(QString const &path) const
{
QImage img = view_->grabWindow();
img.save(path);
}
main.cpp
#include <QtGui/QGuiApplication>
#include "qtquick2applicationviewer.h"
#include <QQmlContext>
#include <QQmlEngine>
#include "grabber.h"
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QtQuick2ApplicationViewer *viewer = new QtQuick2ApplicationViewer;
Grabber * grab = new Grabber(viewer);
viewer->setHeight(480);
viewer->setWidth(800);
viewer->rootContext()->setContextProperty("grab", grab);
viewer->setMainQmlFile(QStringLiteral("qml/main.qml"));
viewer->showExpanded();
return app.exec();
}
Call it from QML with:
grab.capture(path + "imageName.png")

Drawing Line at current position using QGraphicsLineItem

I want to draw a line using QGraphicsLineItem. What exactly I want is that on clicking at GraphicsView, after second click Line must be drawn. I am confused with the syntax of QGraphicsLineItem and also how to use it. I am new to Qt. Please help me out to solve this problem.
You can use this code snippet.
*h
#ifndef GRAPHICSSCENE_H
#define GRAPHICSSCENE_H
#include <QGraphicsScene>
#include <QStack>
#include <QPoint>
#include <QMouseEvent>
class GraphicsScene : public QGraphicsScene
{
Q_OBJECT
public:
explicit GraphicsScene(QObject *parent = 0);
signals:
protected:
void mousePressEvent(QGraphicsSceneMouseEvent *mouseEvent);
public slots:
private:
QStack<QPoint> stack;
};
#endif // GRAPHICSSCENE_H
*.cpp
#include "graphicsscene.h"
#include <QDebug>
#include <QGraphicsSceneMouseEvent>
GraphicsScene::GraphicsScene(QObject *parent) :
QGraphicsScene(parent)
{
}
void GraphicsScene::mousePressEvent(QGraphicsSceneMouseEvent *mouseEvent)
{
qDebug() << "in";
if (mouseEvent->button() == Qt::LeftButton)
{
QPoint pos = mouseEvent->scenePos().toPoint();
if(stack.isEmpty())
stack.append(pos);
else if(stack.count() == 1)
{
stack.append(pos);
addLine(QLine(stack.pop(),stack.pop()),QPen(Qt::green));
}
}
}
Usage:
GraphicsScene *scene = new GraphicsScene(this);
ui->graphicsView->setScene(scene);
ui->graphicsView->show();
Edit: more beautiful solution which works as you need.
void GraphicsScene::mousePressEvent(QGraphicsSceneMouseEvent *mouseEvent)
{
qDebug() << "in";
if (mouseEvent->button() == Qt::LeftButton)
{
QPoint pos = mouseEvent->scenePos().toPoint();
if(stack.isEmpty())
stack.append(pos);
else
addLine(QLine(pos,stack.pop()),QPen(Qt::green));
}
}
You can derive the graphics view/scene and override the mousePressEvent
Below is example using derived QGraphicsScene and overridden mousePressEvent
Class Definition :
class MyScene : public QGraphicsScene
Data Members :
QList<QPointF> m_clickPositions;
int m_mode;
Code :
void MyScene::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
if(false == sceneRect().contains(event->scenePos()))
{
QGraphicsScene::mousePressEvent(event);
}
else if(Qt::LeftButton == event->button() && m_mode == ConstructMode)
{
m_clickPositions.append(event->scenePos());
if(m_clickPositions.size() == 2)
{
QLineF lineF(m_clickPositions[0], m_clickPositions[1]);
QGraphicsLineItem* item = this->addLine(lineF);
m_clickPositions.clear();
m_mode = ScrollMode;
}
}
}
I had used something similar in my project and extracted the code. Hope this helps.
Please comment is this is not working.
Edit ::
ConstructMode and Scroll mode are used in the above program so that I can distinguish whether I want to Draw/Construct or just scroll the scene. You can remove them and the declaration of m_mode if not required by you.
If you want to use the modes you can define some public constants and add a method setMode(). Please see the code below.
MyScene.h or some Constant file if you have one
#define ConstructMode 100
#define ScrollMode 101
And add the following function
void MyScene::setMode(int mode)
{
m_mode = mode;
}
After this if you want to enter the construction mode you will need to call myScene->setMode(ConstructMode) everytime, as after the item is constructed the mode is reset to ScrollMode.

Sliding OSX Dock type "sidebar" rather embedded QDockWidget type?

I want to make a sliding "sidebar" similar to the functionality of the OSX "Dock" (e.g. mouse passes edge of screen and Dock slides out). I've been playing around with QDockWidget but since that is embedded in the window layout, it causes everything to shift when it becomes visible.
Can someone suggest a way to implement this?
Doesn't need to float (as a separate window/tool bar)
Should scale to window height (e.g. window can be fullscreen or default size)
Doesn't need to slide (animate) if that is complicated.
I'm new to Qt and so don't want to over-think this. Is this just a matter of a custom widget or should I be looking at a borderless window? The custom widget approach seems right but I don't know how to specify that it overlay other window content and also scale if the window scales.
QDockWidget has nothing to do with what you want - behaviorally. Just because it's called a Dock widget doesn't mean it's the same "Dock" concept as in OS X. It merely means that it docks somewhere. QDockWidget's documentation quite explicitly explains what is meant by the docking behavior.
The code below implements the behavior you seem to want. Whether it's good design or not is arguable. The reason the code is "convoluted" seems to hint that nobody is expected to come up with such a UI design. What's wrong with actually clicking a button somewhere to display the slider window?
The code works under both Qt 4.8 and 5.1.
Note: This begs to be implemented in Qt Quick 2. That's what it was designed for :) Of course Qt 4.6+ improved the behavior of the QWidget-moving animations, and Qt 5 does further tweaks, but really this code smells bad and there's a good reason it does: QWidget API, while powerful, ultimately encapsulates a set of APIs that date to 1984 when the original Macintosh was released. There's only so much you can do when you have to composite results from a bunch of stacked painters. In Qt Quick, the rendering is done by the GPU. The animation amounts to passing a couple of new floats to the GPU to update a single transformation matrix. That's it.
#include <QApplication>
#include <QWidget>
#include <QGridLayout>
#include <QLabel>
#include <QPainter>
#include <QGradient>
#include <QMouseEvent>
#include <QPropertyAnimation>
class Slider : public QWidget {
void paintEvent(QPaintEvent *) Q_DECL_OVERRIDE {
QPainter p(this);
QLinearGradient g(QPointF(0,0), QPointF(rect().bottomRight()));
g.setColorAt(0, Qt::blue);
g.setColorAt(1, Qt::gray);
p.setBackground(g);
p.eraseRect(rect());
p.setPen(Qt::yellow);
p.setFont(QFont("Helvetica", 48));
p.drawText(rect(), "Click Me To Hide");
}
void mousePressEvent(QMouseEvent *) Q_DECL_OVERRIDE {
hide();
}
public:
explicit Slider(QWidget *parent = 0) : QWidget(parent) {
setAttribute(Qt::WA_OpaquePaintEvent);
}
};
class Window : public QWidget {
QGridLayout m_layout;
Slider m_slider;
QLabel m_label;
QPropertyAnimation m_animation;
public:
explicit Window(QWidget *parent = 0, Qt::WindowFlags f = 0) :
QWidget(parent, f),
m_layout(this),
m_slider(this),
m_animation(&m_slider, "pos")
{
setMouseTracking(true);
m_layout.addWidget(&m_label);
m_slider.hide();
m_slider.setMouseTracking(false);
m_animation.setStartValue(QPoint(-width(), 0));
m_animation.setEndValue(QPoint(0, 0));
m_animation.setDuration(500);
m_animation.setEasingCurve(QEasingCurve::InCubic);
}
void leaveEvent(QEvent *) {
if (window() && QCursor::pos().x() <= window()->geometry().topLeft().x()) {
showSlider();
}
}
void childEvent(QChildEvent * ev) {
if (ev->added() && ev->child()->isWidgetType()) {
ev->child()->installEventFilter(this);
static_cast<QWidget*>(ev->child())->setMouseTracking(true);
}
}
bool event(QEvent * ev) {
eventFilter(this, ev);
return QWidget::event(ev);
}
bool eventFilter(QObject *, QEvent * ev) {
if (ev->type() == QEvent::MouseMove) {
auto pos = QCursor::pos();
if (window() && window()->isFullScreen()) {
if (pos.x() <= window()->geometry().topLeft().x()) {
showSlider();
}
}
m_label.setText(QString("%1, %2").arg(pos.x()).arg(pos.y()));
}
return false;
}
void resizeEvent(QResizeEvent *) {
m_slider.resize(size());
m_animation.setStartValue(QPoint(-width(), 0));
}
Q_SLOT void showSlider() {
if (m_slider.isVisible() || (window() && qApp->activeWindow() != window())) return;
m_slider.raise();
m_slider.show();
m_animation.start();
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Window w;
w.show();
return a.exec();
}

QT QLabel (used as an image container) fullscreen bug

A experienced the following bug in Qt 4.8.5, under Ubuntu 13.04 (and I'm nem to Qt)
I have have an application with the following structure:
Mainwondow
-CentralWidget
--VerticalLayout
---TabWidget
---QLabel (created with code, and added to the layout)
---StatusBar
In fullscreen mode I hide the TabWidget, and the Statusbar, then the QLabel stops refreshing. (i have a thread to do the refresh) The strange thing is, when i restore the TabWidget or the StatusBar it works fine. It also works good, if i add a 1x1 pixel label to the VerticalLayout.
The slot responsible for the gui change;
void Mainview::onToggleFullScreen()
{
if (this->isFullScreen())
{
this->showNormal();
this->statusbar->show();
this->tabWidget->show();
}
else
{
this->showFullScreen();
this->statusbar->hide();
this->tabWidget->hide();
}
}
But the thing I cant understand if I put a QLabel near the image, it works, and if I add this single line to the MainWindow constructor, it stops refreshing:
label_10->hide(); //this is the label
Any idea what is the problem?
(Thanks in advance)
You're probably doing it in some wrong way, but you don't show the code, so how can we know?
Below is a safe SSCCE of how one might do it. Works under both Qt 4.8 and 5.1.
Nitpick: The status bar should not be a part of the centralWidget()! QMainWindow provides a statusBar() for you.
The only safe way of passing images between threads is via QImage. You can not use QPixmap anywhere but in the GUI thread. End of story right there.
In the example below, all of the important stuff happens behind the scenes. The DrawThing QObject lives in another thread. This QThread's default implementation of the run() method spins a message loop. That's why the timer can fire, you need a spinning message loop for that.
Every time the new image is generated, it is transmitted to the GUI thread by implicitly posting a message to MainWindow. The message is received by Qt event loop code and re-synthesized into a slot call. This is done since the two ends of a connection (DrawThing and MainWindow instances) live in different threads.
That the beauty of Qt's "code less, create more" approach to design :) The more you leverage what Qt does for you, the less you need to worry about the boilerplate.
//main.cpp
#include <QMainWindow>
#include <QVBoxLayout>
#include <QStatusBar>
#include <QLabel>
#include <QThread>
#include <QPainter>
#include <QImage>
#include <QApplication>
#include <QBasicTimer>
#include <QPushButton>
class DrawThing : public QObject {
Q_OBJECT
int m_ctr;
QBasicTimer t;
void timerEvent(QTimerEvent * ev) {
if (ev->timerId() != t.timerId()) return;
QImage img(128, 128, QImage::Format_RGB32);
QPainter p(&img);
p.translate(img.size().width()/2, img.size().height()/2);
p.scale(img.size().width()/2, img.size().height()/2);
p.eraseRect(-1, -1, 2, 2);
p.setBrush(Qt::NoBrush);
p.setPen(QPen(Qt::black, 0.05));
p.drawEllipse(QPointF(), 0.9, 0.9);
p.rotate(m_ctr*360/12);
p.setPen(QPen(Qt::red, 0.1));
p.drawLine(0, 0, 0, 1);
m_ctr = (m_ctr + 1) % 12;
emit newImage(img);
}
public:
explicit DrawThing(QObject *parent = 0) : QObject(parent), m_ctr(0) { t.start(1000, this); }
Q_SIGNAL void newImage(const QImage &);
};
class MainWindow : public QMainWindow {
Q_OBJECT
QLabel *m_label;
public:
explicit MainWindow(QWidget *parent = 0, Qt::WindowFlags flags = 0) : QMainWindow(parent, flags) {
QWidget * cw = new QWidget;
QTabWidget * tw = new QTabWidget();
QVBoxLayout * l = new QVBoxLayout(cw);
l->addWidget(tw);
l->addWidget(m_label = new QLabel("Label"));
setCentralWidget(cw);
QPushButton * pb = new QPushButton("Toggle Status Bar");
tw->addTab(pb, "Tab 1");
connect(pb, SIGNAL(clicked()), SLOT(toggleStatusBar()));
statusBar()->showMessage("The Status Bar");
}
Q_SLOT void setImage(const QImage & img) {
m_label->setPixmap(QPixmap::fromImage(img));
}
Q_SLOT void toggleStatusBar() {
statusBar()->setHidden(!statusBar()->isHidden());
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QThread t;
DrawThing thing;
MainWindow w;
thing.moveToThread(&t);
t.start();
w.connect(&thing, SIGNAL(newImage(QImage)), SLOT(setImage(QImage)));
w.show();
t.connect(&a, SIGNAL(aboutToQuit()), SLOT(quit()));
int rc = a.exec();
t.wait();
return rc;
}
#include "main.moc"

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