Using light effect (brightness) in qml - qt

I'm trying to make a light effect that appears from my image whenever i click on it, i have tried the following:
Image {
id: image1
source: "../../blue_dot.png"
BrightnessContrast {
id:myBright
x: image1.width/2
y: image1.height/2
visible: false
}
MouseArea{
anchors.fill: parent
onPressed: {
myBright.brightness = 1
myBright.visible = true
}
}
}
but unfortunately nothing appears whenever i click on my image, Any ideas on how can i make a light effect out of an image using qml?

That's not the way to use a GraphicalEffect. Have a look a the official Qt documentation.
You have to :
Set the visibility of your image to false and the visibility of the effect to true
Set the width and height of the graphical effect to the height and width of the image (anchors.fill: image is fine)
Set the source property of the graphicalEffect to your image's id
OnClicked, ajust the contrast/brightness properties of the GraphicalEffect (default: 0, 0)
Someting like this:
Image {
id: image1
source: "../../blue_dot.png"
visible: false
}
BrightnessContrast {
id:myBright
anchors.fill: image1
source: image1
}
MouseArea{
anchors.fill: parent
onPressed: {
myBright.brightness==0? myBright.brightness= 0.2:myBright.brightness=0
}
}

Seems that some required properties are not set:
BrightnessContrast {
id:myBright
x: image1.width/2
y: image1.height/2
visible: false
// New properties:
source: image1
width: 100
height: 100
}
Width and height I choose randomly. You should replace my values with correct ones. But mb better will be to use something like "anchors.fill: image1".

Related

How to avoid binding loop when setting padding?

I want to update the padding of a ScrollView if there is a scrollbar visible, but on the other hand, the visibility of the scrollbar is dependent on the height/width of the content inside the scrollbar, which changes when the padding changes. The following causes a binding loop:
ScrollView {
id: control
rightPadding: Scrollbar.vertical.visible ? Scrollbar.vertical.width : 0
....
ScrollBar.vertical: ScrollBar {
parent: control
visible: control.height < height
...
}
}
How can I achieve this without a binding loop? Thanks
I was unable to get your code frag to work - it seems like your code should depend on the contents of your ScrollView, but this is not included in your code frag, and it may be missing some other references.
Anyway, I suggest approaching this a little differently - change the ScrollView's content's width based on whether or not the ScrollBar is visible. I also set the ScrollBar policy instead of visibility. I have created a full example where you can add or remove content using a slider for demonstration:
import QtQuick 2.15
import QtQuick.Layouts 1.12
import QtQuick.Controls 2.12
ApplicationWindow {
id: root
visible: true
height: 500
width: 500
ColumnLayout {
anchors {
fill: parent
}
Slider {
// use slider to add delegates to the ScrollView to toggle the scroll bar visibility
id: slider
to: 20
}
ScrollView {
id: scroll
Layout.fillHeight: true
Layout.fillWidth: true
ScrollBar.vertical.policy: scrollBarVisible ? ScrollBar.AlwaysOn : ScrollBar.AlwaysOff
property bool scrollBarVisible: scroll.contentHeight > scroll.height
ColumnLayout {
width: scroll.scrollBarVisible ? scroll.width - scroll.ScrollBar.vertical.width : scroll.width // change the width of the
Repeater {
model: slider.value
delegate: Rectangle {
color: "tomato"
Layout.fillWidth: true
Layout.preferredHeight: 150
}
}
}
}
}
}
One thing to note though - your ScrollView content cannot have its height depend on its width, for example, if the content had some Text that wraps if there is not enough width, causing it to get taller when the width decreases. This would get back into infinite-loop territory.

How to change the image onClick. I want to apply a feature on my application where onclick I need to change the current image

I am working with qml, I want to apply a like feature on my application so I want to replace a black image with the red image, when i click on the black image.
Image {
id: like_img
source: "image/oneImage.png"
height: 18
width: 20
Layout.alignment: Qt.AlignHCenter
MouseArea{
id:mousearea
anchors.fill: parent
onClicked: {
like_img.source="images/anotherImage.png"
}
}
}
But the problem is When i again clicking on orange image I want the previous black image back.
By the looks of it, you are going to connect this to a backend, which actually should drive the favorite property, but for the time-being you can start with this:
Image {
id: like_img
source: favorite ? "image/oneImage.png" : "images/anotherImage.png"
height: 18
width: 20
Layout.alignment: Qt.AlignHCenter
property bool favorite : false
MouseArea{
id: mousearea
anchors.fill: parent
onClicked: {
like_img.favorite = !like_img.favorite
}
}
}
Check the onclicked function contains desired image link or not like red image link.

Culling items that are outside the visible area

From the docs:
The default renderer does not do any CPU-side viewport clipping nor occlusion detection. If something is not supposed to be visible, it should not be shown. Use Item::visible: false for items that should not be drawn. The primary reason for not adding such logic is that it adds additional cost which would also hurt applications that took care in behaving well.
So is there a trick to do it easily, without implementing it myself?
Note that in my case the items that are outside the visible area are there because they are in a ScrollView and they are not scrolled-to.
The reason I want culling is to reduce CPU usage for full-scene redraws.
Here is a trivial example you can extend upon:
Window {
visible: true
width: 640
height: 480
Rectangle {
anchors.centerIn: parent
width: 200
height: 200
color: "yellow"
Flickable {
id: view
anchors.fill: parent
contentWidth: 200
contentHeight: col.height
property real span : contentY + height
Column {
id: col
x: 90
spacing: 2
Repeater {
model: 50
delegate: Rectangle {
width: 10
height: 10
color: inView ? "blue" : "red"
property bool inView: y > view.contentY && y < view.span
}
}
}
}
}
}
Obviously, a full-proof solution would also include the item's height in the calculation. You can also do the check in the x axis if necessary.
To add to dtech's answer, I just learned that there are QML components, such as GridView and ListView, that do culling automatically.

How can I get the drop effect of a DragArea to animate towards the DropArea that received it?

Hope this makes some sense as a question. In my app, I have a DragArea defined which I use to start dragging things over top of various Rectangles that each contain a DropArea. Everything is working fine in my code except for a cosmetic effect that I would like to change.
In QML, when you start dragging from a DragArea and eventually drop, the animation effect is such that the thing you're dragging animates (while fading out) back to the spot from which you started dragging. This happens even when you drop over a DropArea that successfully captures the drop.
What I would like to do is have the drop effect animate towards the DropArea that received the drop - so that it appears I am dragging-and-dropping things into the Rectangle. Is there any way to do this?
I'm guessing that this in some way involves the .source and .target properties of these areas, but no luck so far in having any effect on where the drop animation goes.
By default, QML will give you no cosmetic behavior for drag and drop whatsoever. The drag target will begin at the drag start location, and will end wherever it is dropped, regardless of whether the drag is accepted or not.
Thus I assume the behavior you describe is implemented in your user code, which you have not disclosed. Regardless, what you want to do is quite easy, it involves tracking the position the drag originates at and it ends at, so you can use the two coordinates to animate the position.
In the following example the red rectangle can be dragged, and if dropped outside of a drop area it will animate from its current to its initial position, whereas if dropped in the yellow rectangle, it will animate from its initial to its drop position.
Window {
width: 600
height: 600
visible: true
Rectangle {
width: 200
height: 200
color: "yellow"
DropArea {
anchors.fill: parent
onEntered: drag.source.accepted = true
onExited: drag.source.accepted = false
}
}
Rectangle {
id: rect
width: 50
height: 50
color: "red"
x: parent.width * 0.5
y: parent.height * 0.5
Drag.active: mouseArea.drag.active
property point begin
property point end
property bool accepted : false
MouseArea {
id: mouseArea
anchors.fill: parent
drag.target: parent
onPressed: rect.begin = Qt.point(rect.x, rect.y)
onReleased: {
rect.end = Qt.point(rect.x, rect.y)
aX.from = rect.accepted ? rect.begin.x : rect.end.x
aX.to = rect.accepted ? rect.end.x : rect.begin.x
aY.from = rect.accepted ? rect.begin.y : rect.end.y
aY.to = rect.accepted ? rect.end.y : rect.begin.y
anim.start()
}
ParallelAnimation {
id: anim
NumberAnimation { id: aX; target: rect; property: "x"; duration: 200 }
NumberAnimation { id: aY; target: rect; property: "y"; duration: 200 }
}
}
}
}

Building TabBar in QML - Loader doesn't show all the Rectangles

import QtQuick 2.4
import QtQuick.Window 2.2
Window
{
visible: true
height: 500
width: 500
property VisualItemModel contentToBeShownOnTabClick : visualItemModelDemo
property variant tabLabels : ["Navigation", "Payload", "System Control"]
VisualItemModel
{
id: visualItemModelDemo
Rectangle
{
id: navigationTab
color: "green"
height: 200
width: 200
}
Rectangle
{
id: navigationTab1
color: "darkgreen"
height: 200
width: 200
}
Rectangle
{
id: navigationTab2
color: "lightgreen"
height: 200
width: 200
}
}
MainForm
{
Component
{
id: tabsOnBottomComponent
Repeater
{
model: tabLabels
// The Tabs
Rectangle
{
id: tabsOnBottom
// This anchoring places the tabs on the outer top of the parent rectangle.
anchors.top: parent.bottom
anchors.topMargin: 180
color: "lightsteelblue"
border.color: "steelblue"
border.width: 2
implicitWidth: Math.max ((labelTabsBottom.width + 4), 80)
implicitHeight: 20
radius: 2
// Tabs Text/Label
Text
{
id: labelTabsBottom
anchors.centerIn: parent
color: "white"
rotation: 0
// With reference to mode: tabLabels
text: modelData
font.pointSize: 11
}
MouseArea
{
anchors.fill: parent
onClicked: bottomTabClicked (index);
}
}
}
}
Rectangle
{
// The things which get displayed on clicking of a tab will be shown in this rectangle.
id: areaForTabContents
border.color: "black"
border.width: 10
height: parent.height
width : parent.width
color : "pink"
// These are the tabs displayed in one row - horizontally.
Row
{
id: horizontalTabs
Loader
{
anchors.fill: parent
sourceComponent: tabsOnBottomComponent
}
}
}
anchors.fill: parent
}
}
This gets shown as follows:
whereas I want it to see 3 rectangles there side by side.
Loader is not a transparent type w.r.t. the containing type, Row in this case. I think this is an issue related to creation context and the way Repeater works. From the documentation of the latter:
Items instantiated by the Repeater are inserted, in order, as children of the Repeater's parent. The insertion starts immediately after the Repeater's position in its parent stacking list. This allows a Repeater to be used inside a layout.
The Rectangles are indeed added to the parent which is the Loader, they stack up - Loader does not provide a positioning policy - then they are added to the Row resulting in just one Item (the last one) to be visible.
You can tackle the problem with few different approaches, depending on the properties you want to maintain or not. I would get rid of anchoring in the Component and move it to the containing Row. A too specific anchoring inside a Component could be a pain in the neck when it is instanced and used all over a (not so small) project.
As a first approach you can re-parent the Repeater to the Row, i.e. you can rewrite code as:
Row
{
id: horizontalTabs
Loader
{
sourceComponent: tabsOnBottomComponent
onLoaded: item.parent = horizontalTabs
}
}
However this would result in warnings due to the Component anchoring references not working as expected any more.
If you still want to maintain the anchoring, as defined in the Component, and off-load the creation, you can go for the dynamic way (if the semantics fits in your use case), i.e. you can use createObject. This way you totally avoid the Loader and the related issue. For instance, you can create the Repeater once the Row has completed its creation:
Row
{
id: horizontalTabs
Component.onCompleted: tabsOnBottomComponent.createObject(horizontalTabs)
}
Clearly, the creation code can be move anywhere else, depending on your needs.

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